zulu9812
The Newbie Nightmare
I repacked the file so I'm able to extract it. Will keep testing to see if it worked.
About gatherers/workers:
This has been going on since v16. It corrects itself once you get Agriculture or the next Farming tech (can't recall its name at the moment). But you have a period of time were seed camps are not available to gatherers Or workers. And workers can't build farms either.
I just thought that was the way you guys designed it. <shrug>
I also checked to see if Hide Obsolete buildings and Hide Obsolete worker actions was checked in the BUG menu. I normally never check them as I want to "see" all actions whether permitted or not.
JosEPh
Edit @DH when I d/l'd and unpacked the current v17 (sept 15 release) i got part of what zulu posted. But it only dealt with Helenism. I'm playing with it now but have not succeeded in founding Helenism so I don't know what the repercussions are.
But Tedyke is researching Apiculture which requires Agriculture as it is shown in the picture.
I don't understand why he wants to build seed camp anyway.
It's not a bug or an exploit! (at least to me )
It's not a bug or an exploit! (at least to me )
If you can still build the stone workshop after mines are available and it's cheaper and it insta upgrades, it's not sensibly self consistent so it's a bug. I think either:
- The ability to build mines should disable the ability to build a stone tools workshop; or
- Stone tools workshops (and therefore to be consistent other things that auto upgrade) should only start the auto upgrade timer and then take some number of turns to actually do so (like mine to shaft mine, cottage to village, etc.)
Currently, no improvement exists for Date Palm, Coconut, Prickly Bear, Barrel Cactus. I didn't have any good idea and I wasn't sure about necessity, so I didn't add anything.
Plantation may fit, but it doesn't increase yield unlike its predecessors. It works with resources only.
Fruit of Barrel Cactus is not edible, so it should not be treated like others. EDIT: I don't know where people use Barrel Cactus for.. It seems they are used for water?
Perhaps, new improvements are needed. (Actually, I made one for personal use. )
Ah, my bad. I stupidly assumed you are using SVN!
I updated xml about improvements. Now, workers can burn sword grass and improvements automatically remove sword grass when they are built. I didn't thought about removing Date Palms..
Coconut is a staple resource for a quite a few cultures in the world and has seen a rising popularity of late as an alternative to dairy. All of the SE Asia countries I've been to use coconut almost as much as they do rice. I definitely think it warrants a Good or Resource and a Plantation.
Yeah I'm SVN disadvantaged.
The dates palms stayed after a farm was built in My antiquated version.
Yeah I'm SVN disadvantaged.
Hello,
I'm started a game C2C v17 and I guess I have all I need to build a "seed camp" but its not possible. I have a gatherer on a flat grasland (Within my borders) with corn on it on mouse over it says need seed camp. I can't find it between the commands for the gatherer even not grayed out. Is this a bug or ame I wrong?
Fruit of Barrel Cactus is not edible, so it should not be treated like others.
Coconut is a staple resource for a quite a few cultures in the world and has seen a rising popularity of late as an alternative to dairy. All of the SE Asia countries I've been to use coconut almost as much as they do rice. I definitely think it warrants a Good or Resource and a Plantation.
Switching gears now: who thought it was a good idea to add a -3 and -5 hammers to Arena and Colosseum? Now I won't build them unless I Absolutely Must. Bad enough they had already attached too.
And the -Gold on housing? What's up with that? Started building Hovels and another of the early middle housing units and watched my gold/turn start dropping like a rock! Whoa! Stopped building them too, unless I really needed the +. <sigh>
Why is the seed camp obsolete?
There is also a worker on the tile which is also not able to build a seed camp. The tile also says its fresh water.
And can you tell me what makes the seed camp obsolete?
About gatherers/workers:
This has been going on since v16. It corrects itself once you get Agriculture or the next Farming tech (can't recall its name at the moment). But you have a period of time were seed camps are not available to gatherers Or workers. And workers can't build farms either.
I just thought that was the way you guys designed it. <shrug>
I also checked to see if Hide Obsolete buildings and Hide Obsolete worker actions was checked in the BUG menu. I normally never check them as I want to "see" all actions whether permitted or not.
JosEPh
Edit @DH when I d/l'd and unpacked the current v17 (sept 15 release) i got part of what zulu posted. But it only dealt with Helenism. I'm playing with it now but have not succeeded in founding Helenism so I don't know what the repercussions are.
Also on this same line, but involving Stone workshops and mines.
In the current version after mining is researched (and building Mines is available) you can still build the stone workshop. But you have 2 options and 2 Buttons to select from. 1 will consume the unit (whether gatherer or worker), and the other will Not.
Also it is cheaper to build the Stone Ws vs a Mine, because the next turn it (SW) converts into a working Mine. While if you select Mine to build, it may take several turns to get it done. Plus the SW gives 1 gold while a Mine does not. (Never understood why a Mine doesn't produce Gold/commerce anyway besides hammers).
In short don't build Mines, build the SW that does not consume the unit and get a mine next turn that was/is cheaper to build and gives a +1 Gold to boot! I like this even though it's probably a bug and an exploit.
JosEPh
Coconut is a staple resource for a quite a few cultures in the world and has seen a rising popularity of late as an alternative to dairy. All of the SE Asia countries I've been to use coconut almost as much as they do rice. I definitely think it warrants a Good or Resource and a Plantation.