| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#821 | ||||||||||
|
Deity
Join Date: Jan 2010
Posts: 5,478
|
Quote:
But my personal view on why the Distance and Number of Cities maintenance was included here was because, for one reason, I felt, specifically, that the Organized trait had fallen to new lows in comparison to other traits in terms of benefit and it could no longer be effective enough by only helping with Civic maintenance, a relatively small portion of maintenance as it is. Additionally, some traits, like Expansive, would be more capable of delivering their game focus benefit (in the case of Expansive, this would mean enabling faster and wider sandbox style growth) with proper use of these tags, while not giving them any benefit for Civic maintenance. Seafaring and Nomadic could benefit from Distance to City due to their focus on travel. My point is, there were some initial visions there and from there we may find yet more. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
It really amounts to a boolean condition tag for an additional given yield of a specified type that's evaluated for each type. Thus if you say 7 Production, you basically are saying +1 Production on plots with 7 or more existing production. But if you then add another trait to the leader that has a 6 Production, the 7 Production has no further effect as its completely overridden by the 6 Production (which is thus giving +1 Production on plots with 6 or more existing production.) The opposite tag works the opposite way: minus one of the yield type indicated where the plots have at least as much yield as indicated, Thus 7 Production would mean -1 production on all plots that have 7 or more existing production. I believe if a leader has 7 Production on the iYieldsThresholds and a 6 Production on the iLessYieldsThresholds, you'd have a leader who's plots that have 6 Production or more getting -1 (thus 1, 2, 3, 4, 5, 5, 6, 7) AND plots that have 7 Production or more getting +1, (thus as a base: 1,2,3,4,5,6,8,9) and as combined: (1,2,3,4,5,5,6,8,9). Note, however, I'm not sure if one of those modifiers will be taken into account before another as part of the evaluation of if the plot is at the point where it qualifies to be modified. So that last combined list of numbers might be a little flawed... I could check the code but you get the idea I think. Does this answer your question? Quote:
Quote:
But that topic does hijack an already topic-busy thread
__________________
Last edited by Thunderbrd; May 04, 2013 at 12:00 AM. |
||||||||||
|
|
|
|
|
#822 |
|
TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,343
|
I started a new game with out Developing leaders and used Focused instead. I was able to found Tengrii with no problem on Prince. The same Difficulty level in the Developing Leaders (DL from now on) game.
Many ppl seem to like these new Trait Options so I'm just gonna back out of the discussion because all that will happen is I'll get blasted for not seeing it like everyone else. The overall premise is an idea that could add levels to the Mod's play. But impo it's too complicated, and I'm one of the biggest Micromanagers you will ever meet. Take that as you will. JosEPh
__________________
"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
|
|
|
|
|
#823 |
|
Emperor
Join Date: Mar 2002
Location: Melbourne
Posts: 1,411
|
I might need some more time, its really a tonne of work. 165 individual traits it works out to be.
Its tough trying to factor in era related balance stuff + the fact that the traits stack etc etc.. I spent another 4-5 hours just now trying to make some more progress and i'm still a little over half way I reckon. |
|
|
|
|
|
#824 |
|
Deity
Join Date: Jan 2010
Posts: 5,478
|
I can understand that. It would take a very long time to work out the full structure there.
__________________
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|