Of course you can assume the Cooper is killed in battle. But this could be "simulated" in game by losing the Cooper's Hut building.
Don't think I haven't ruled this out as an appropriate method to resolve this factor but I hesitate on this due to some things you say after this...
I think your argument about "detaining him for questioning regarding his strange unheard of profession" is quite far fetched. You probably wouldn't even know what everybody is doing in your new city.
Perhaps in the case of a cooper, sure, but have you read how we in the States handled the Nazi scientists after the war? It was a supposition and a possible way to view some of what may happen. I know it doesn't really cover every situation at all.
After thinking about it, it would be weird to still have access to Barrels then. Probably not even the taxes, making the building basically obsolete. For Banking it's even a more valid reason since it would kinda effect your whole nation.
Exactly... and universities and many other buildings. The problem is that, as you say, some of the people would still have the knowledge in the newly conquered population - which sorta conflicts with the established meaning of a nation having knowledge of a tech... it has basically come to mean that anyone in the nation has a working knowledge and has come to apply the technology. Which would then suggest, as I said earlier, that if we are to keep the buildings, and particularly if we keep them functional, that we must then assume that the nation has captured that technology outright, therefore all techs of an enemy are stolen as soon as you take one of their cities since some citizens there know the technology. This seems, however, from a GAME perspective, as being a horrible imbalance since all you'd have to do is go a conquering regularly and for the most part stop caring at all for research as you'll just steal it all as soon as you take the enemy city, which we all know a truly dedicated out-teched nation can often accomplish against a far more advanced foe, particularly if they target a smaller weaker less defensible city first (then call an end to the war as quickly as possible only to repeat the process later after strengthening yet further.)
But then again, would you ban every citizen from using the bank? They are used to it, it's part of their every day's life and the bank would give you some of their imcome as taxes...
No... the assumption would have to be that not enough people know how to OPERATE banking principles anymore to keep the bank functioning. It's not about destroying the building but about losing the ability to keep it operational.
Or take Parks. Would you destroy them as "witchcraft" just you don't have the technology to build them? Or Skyscrapers? You can't build them, but you won't put them down. Or urge people not to use them...
Parks is certainly a very odd one considering once its in place it's hard to imagine someone not knowing how to benefit from it. On the other hand, not knowing how to build another one makes sense so the current mechanism makes a lot of sense for something like a park. A skyscraper follows similar lines of thinking though it might not be put to the USE that the civilization that built it intended for it.
So yeah, admittedly it's a grey zone from many angles and almost begs for each building to have its own definition as to how it reacts to this sort of situation which becomes an overengineered nightmare very quickly to imagine that project.
Therefore, I'm quite happy to leave it be. It's not perfect, imo, but there really isn't a perfect answer without it being overly complexified for very little real benefit in the game.
The whole technology from conquer is strange. You invade a city and find a percentage of a single tech. why only from one tech? why only right after conquering? Why wouldn't you get extra knowledge about tanks, horses, airplains, guns.... when you fight them on the battlefield?
Agreed and there was some discussion about a mechanism being designed to at least enable nations to develop strategies to combat unit types beyond their own tech level once encountered. For the most part this is where game model has little choice but to conflict with reality and would take a much much much deeper dynamic from the floor up to improve much on.
I think the best solution would be an increased tech diffuser if you hold one or more cities of your enemy. Even more if the city is now friendly (no
) towards you.
Not a bad idea at all BUT it would be a somewhat involved project from a programming perspective... certainly not a bugfix nor a project that would take priority over many I yearn to get to developing asap. But the idea certainly has merit... I'll give it that!
4. Neanderthal Warrior needs to be made bAlwaysHostile
What's this do?
It will fix it. It's currently a HN unit and can enter enemy territory (according to SO's vision of the unit the fact that its a Neander creates a quick assumption from the enemy that it has nothing to do with fulfilling human interests) but without bAlwaysHostile set to true it cannot also attack the opponent units. I assume it's got this setting incorrect at the moment because we're getting reports that it isn't able to attack opponent units.
Hydro said:
12. Remove the replacement of the Dream Simulation Center and the Dream Propaganda by the Dream Visualizer.
I guess it might work. However I think one was an alt-timeline building and one was a normal timeline building.
This is on my plate as it seems to not be getting addressed by anyone else. I would much prefer to have someone else figure out the best plan of action on this. This suggestion was Snofru's and without looking much deeper into it myself it sounded reasonable.
So can you or Mouse handle this one?
Hydro said:
13. Please check the Capuchin Crypt Wonder as it can never be built. It needs Bones but they aren´t available anymore at that time. Either prolong the availability of Bones or remove the requirement.
Should the Bone Worker's Hut go obsolete later or even not at all?
Mouse said:
And I don't think the Boneworker's Hut should produce Bones at all. Hunter Camps etc should produce Bones, the Boneworker's Hut should require them instead and give you and .
I love this last suggestion here. Makes tons of sense... the bones are already there - the boneworker hut only does something to make them more useful.
Also... since I've got your attention... the tools issue is huge now. Do we have a building that can generate this manufactured resource? Can we get one if we don't have one currently? What was the original plan here? I ended up implementing them as a prerequisite for some important new units and come to find out that nothing puts them in the game! They appear to fit with a toolset progression so it would be best, I think, to address this by getting a source in the game rather than removing the prereqs in use.
H said:
It goes;
Archer -> Bellybowman -> Light Crossbowman -> Crossbowman -> Heavy Crossbowman -> Musketman
OR
Archer -> Composite Bowman -> Longbowman -> Arquebusier -> Musketman
This order is intended.
Thank you. Issue resolved. This question a while back never got an answer and I didn't know the answer myself so I was planning to look into it.
Now maybe Joe can mention why he brought it up in the first place since it seemed to be a note of frustration. Did this get changed and does this disturb anyone for any reason?
8. The error is that Great Commanders in a foreign city have missions available that relate to the other civ rather than yours. The example [may have been] it could abolish slavery, which I wasn't running.
It makes no difference what kind of Great Person this is, none of them should be able to a. change another civ's worldviews; or b. abolish a worldview that has already been abolished.
There was a similar problem in my report with a captive, ie. he could be settled as a slave in the foreign city. So the problem is much wider in scope than the Great Commander, and does not require anything so subtle as distinguishing between the GG and GC, since neither of them should have the missions available in a foreign city. Rather it is the distinguishing between "friendly" and "domestic" cities that seems to be the problem.
I believe DH resolved the problem as you're reporting it and found some new issues with the Great General specifically as he explains above.
32. While you're on this, I don't think religious techs should be of any trade value, but the AI is sometimes happy to trade for them as if they were actual useful techs.
Ah... yeah, that's been mentioned before in probably less central locations than the SVN bug thread where the majority of these reports were compiled from. Tech valuations are complicated but I may be able to find some peace of mind to add some further consideration here.
Perhaps the Capuchin Crypt Wonder should require the soon to be available Capuchin Myth or Cage.
If you have a good plan to address that flaw then I'll gladly leave it to you.
A "simple" solution would be to set the cost of the tech to one or zero once someone discovers it. However "simple" solutions never are.
Yeah, something like that... I'll really have to figure out where it's getting any value at all once the religion is gone.