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  1. K

    Overall Civ Elimination Thread

    I could have sworn the order of operations was: a) total food on tiles b) modify for FG/ToA c) subtract food eaten, note surplus d) modify surplus by growth modifiers such as WLTKD which means that the FG food does get growth modifiers, but not ToA. Also, always remember that terraces...
  2. K

    Aqueducts worth it?

    Yup. Basically, as long as the city is continuing to grow an aqueduct provides a little under 40%:c5food: (a bit under because the extra 40% are delayed until your city actually grows), compounding with other modifiers. If your city is growing fast (Aztec w/Hanging Gardens), the value is very...
  3. K

    Should units always do a minimum of 1 damage?

    I'm against the minimum damage. I'm fine with fractional damage getting probabilistically rounded (so 0.1 damage would turn into 0 damage 90% of the time, and 1 damage 10% of the time).
  4. K

    UA Elimination Thread

    Ancien Régime (France) (27) Great Andean Road (Inca) (27) Achaemenid Legacy (Persia) (23) Ingenuity (Babylon) (20) Scholars of the Jade Hall (Korea) (19) Father Governs Children (Siam) (16) The Glory of Rome (Rome) (17) Sacrificial Captives (Aztecs) (6) +1 Hellenic League (Greece) (-1)...
  5. K

    Earth Maps in general and Montezuma UB.

    The 15% food bonus is somewhere between 90 and 99% of the value of the floating gardens on anything but the Lakes map script. Even on the Lakes map script, the majority of the advantage comes from the 15% food bonus.
  6. K

    Civilization Unique Building Elimination Thread

    Because I'm trying to understand your statement that Floating Gardens are useless. At a minimum, Floating Gardens provide 1 food/4 population over normal Watermills.
  7. K

    Civilization Unique Building Elimination Thread

    Out of curiosity, what size are your (early)-mid game core cities?
  8. K

    Civilization Unique Building Elimination Thread

    Bazaar: 23 Floating Gardens: 8 +1 Paper Maker: 5 -2 Wat: 6
  9. K

    Civilization Unique Building Elimination Thread

    Bazaar : 19 -2 Floating Gardens: 13 +1 Paper Maker: 18 Wat:12 Mud Pyramid Mosque: 7 Bazaar: some more resources to sell, if the city has a luxury in its radius and if the market for that resource isn't already saturated (or unfriendly), which it often/usually is. Floating Gardens...
  10. K

    Medical Lab too much underpowered?

    I believe the Medical Lab gives 41.67% of the lost 60%. That makes it a hair more effective than the Aqueduct. (IE, going from no aqueduct to an aqueduct has the same proportional effect as going from an aqueduct without medical lab to both)
  11. K

    Civilization Unique Building Elimination Thread

    Bazaar : 23 -2 Floating Gardens: 14 +1 Paper Maker: 17 Satrap's Court: 7 Wat:11 Mud Pyramid Mosque: 12 Bazaar: unless you are playing on a large map with lots of AI civs, and got lucky in the geography, sell a few more resources, but certainly not double. Floating Gardens: Need pop...
  12. K

    Civilization Unique Building Elimination Thread

    Bazaar : 18 Floating Gardens: 14 +1 Paper Maker: 13 Burial Tomb: 7 Mughal Fort: 0 -2 Longhouse: 14 Satrap's Court: 10 Krepost: 12 Wat: 11 Mud Pyramid Mosque: 12 The Mughal Fort is so pathetic I feel bad taking its points.
  13. K

    Research

    City states give a 1 time cash bonus upon discovery. Meeting other (full-fledged) Civs could do the same in beakers, say starting in the Classical era, scaling positively with the other guys era and inversely with one's own. A lump-sum tech diffusion, if you will. The big problem would be...
  14. K

    How should maritimes be nerfed?

    Change the name and have them give happiness.
  15. K

    [MODULE] RifE: Underworld

    Add an "explore tunnels" command (worker action? recon only? do we want to mess with the dwarven recon line?) which converts a basic "unexplored tunnel" to a "mapped tunnel". Mapped tunnels would have reduced/removed chances for random bad effects. Personally, I would remove random tunnel...
  16. K

    Ideas, Requests, and Feedback

    I don't know what the health change plans are, but if you aren't currently planning on it, could you please cap net terrain unhealth/health (why do forests give health anyways?) at City Pop/2 or something? This would make Flood Plains not be a terrible curse, and make sense as you don't even...
  17. K

    Mist mechanic and perception

    Maybe give the Mechanos an early worker upgrade (Field Surveyor, Construction) that is recon type, blocked from animal capturing but: provides superior planning (work rate buff for stack, lost if the units move) can Dowse locally (with KotE) have long vision range (with Optics) can help...
  18. K

    Ideas, Requests, and Feedback

    Many might not realize it, but it was only with "modern" pressurized sewers that RL cities started having native population growth (higher birth rates than death rates). The population loss was made up for by immigration. Which suggests a change that could help early city growth, and make use...
  19. K

    Doviello Duel Mechanic

    Perhaps drastically increase the survival odds (and final hp total of the loser), but have the loser gain a "dishonored" effect that makes him go berserk (seeking redemption), and guarantees that he will go barbarian if he doesn't win a fight within 5 odd turns. Give the winner fewer xp, but a...
  20. K

    RifE Blogpost: City Actions and the Sidar Revamp

    Can/should Sidar forts spread Mist? Can/should Sidar mages create temporary mist?
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