Again, I don't know what's possible. That said, I'd suggest a couple measurements as possibilities: top four tiles (assuming that you're whipping at the most efficient size city), up to your :) cap, and/or up to your :health: cap. The health cap is kind of a throw-in because there are times when...
I'm not a programmer, so forgive me if I'm wrong. Don't all the improvements have to be listed in the same place somewhere? Same thing with mods, right?
Just have the txt file list each of the improvements from the base game, followed by the improvements from each mod and a toggle to let you...
Does your utility take into account worker turns?
One snag I repeatedly run into when I'm developing cities is that a worker has to play catch-up; 0 improvements for size 1 city, 1 improvement for size 2 city (about halfway through, I can finally catch up).
Here you go. I've never downloaded any maps. Though I do have BUG/BULL and kmod, I don't think that those changes are in this list.
Oh, and I think that I have the WL maps and stuff without ever loading WL (never played Vanilla).
I go through a lot of games with cities having little to no culture for a long time. On Marathon speed, you need 30 culture to pop a border. With proper planning, that means you can be size two in the meantime. Often, you might as well just use what you can already improve. Strong resources...
^^Which Zero feels isn't worth building ;) I can see his point, since he routinely rushes for Engineering.
Which makes the case for an EE even stronger. Zero, you might want to give it a try, just to see how it goes :). The nice thing about an espionage economy is that it doesn't need...
@King Kalmah:
I only started playing the game after the latest patch, so I don't know anything about that. But have you checked out the mods section of this site? I think that they have a large selection of map types to download.
I believe that the BUG mod came with a world generator that is...
Good point there with the Universities. Since they're considered a priority build, I can see why one would build them instead of castles, especially if you haven't built walls yet.
I personally tend to put off economics for awhile anyway, so I usually find a few of them worth building. If I have island cities with decent production, these will get castles rather quickly. If I have cities that I'm pretty sure an AI will attack first, these will get castles, too. But I...
There's an article on the War Academy on the ways to get happiness. The most important one is resources. This is an empire wide bonus that you can get for either owning the resource or trading for it. The early ones are: ivory (needs a camp (hunting) and will eventually let you build War...
Yeah, it would. Don't forget about worst enemy status and if an AI is at war with somebody else, it isn't plotting to fight you, among other considerations. Good catch, though! I didn't really think my answer all the way through :)
FWIW, I like dr_s's formula. I'm not sure that I like his solution for Drill, and I definitely don't think it's the right way to go for flanking. You have to both attack and win for the promotion to do anything! It better be very powerful to be competitive.
What about a 15% bonus when...
With AI level bonuses? I bet it wouldn't even be that hard. I bet you could stay at two cities and still make it. AI research bonuses and diplo trades? Yea verily! No AI demands and bonuses because your leader is similar to theirs? MUCH easier to get them to friendly, lifting trade caps...
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