General A New Dawn discussion

If a mine is depleted is there any chance of discovering any new mineral?
Do all mine upgrades have the same chances of discovering something?

All mines have the same chance of discovering materials. It's iRand 10000 for almost all improvements, 15000 for the Extraction Facility if you don't build it on a resource. I think in this case lower is better.
 
I'm not sure is it bug or not to have more than 120 units in one city? Maybe even for Mongols it is too much. Please teach AI how to train units in proper amount. Furthermore, I prefer to play with Always Peace option turned on, so we do not have any war in the whole world, except with barbarians. Why so many units? I understand that they need to maintain happy citizens, but why so many:crazyeye:? Thank you.
Spoiler :
 
@Vokarya: Thanks.I think I've found it in Civ4ImrpovementInfos.The chance is 1/iRand, so the lower the iRand the greater are the chances.

@Alpaya: Why don't you use the Units per tile option(xUPT)?
 
@Alpaya: Why don't you use the Units per tile option(xUPT)?

Yes, it is possible to use unit per tile option, but in this case AI just use every plot of its land to keep maximum possible number of units on them, so whole its land becomes massive units storage. I think this is a problem, especially if I use Always Peace option turned on. Please consider to revise.
 
Yes, it is possible to use unit per tile option, but in this case AI just use every plot of its land to keep maximum possible number of units on them, so whole its land becomes massive units storage. I think this is a problem, especially if I use Always Peace option turned on. Please consider to revise.
There's nothing to revise I fear. Game is not designed for Always Peace games and I was considering hiding that option, although not removing it. They keep building units up to whatever they feel needed and since there are no wars, no unit gets destroyed. The only thing I might consider is placing a limit to units needed like 1/10 or 1/100 of the normal value, in case Always Peace is selected.
 
45°38'N-13°47'E;14329396 said:
There's nothing to revise I fear. Game is not designed for Always Peace games and I was considering hiding that option, although not removing it. They keep building units up to whatever they feel needed and since there are no wars, no unit gets destroyed. The only thing I might consider is placing a limit to units needed like 1/10 or 1/100 of the normal value, in case Always Peace is selected.
Please make this limit for Always Peace option, I hope this will help at least partially.
Thank you!
 
When using the Naval Prizes option (naval battles sometimes yield a captured ship) in conjuction with the Piracy promotion, it happens that the pirates capture an "enemy" ship, giving you that ship with half health and no promotions.

Would it make sense for pirate-captured ships to get a free Piracy promotion?
Is it feasible to code?

After all, the prize ship is crewed by the pirates that just captured it...
 
When using the Naval Prizes option (naval battles sometimes yield a captured ship) in conjuction with the Piracy promotion, it happens that the pirates capture an "enemy" ship, giving you that ship with half health and no promotions.

Would it make sense for pirate-captured ships to get a free Piracy promotion?
Is it feasible to code?

After all, the prize ship is crewed by the pirates that just captured it...
It could be possible but I'm not sure it's a good idea. Piracy is a pretty important promotion, I don't like the idea to get it for free.
 
Here's something I noticed we are missing: a Build Espionage process, like the processes we have for
Wealth, Research, and Culture. Several other mods have this process and I think it would be a good idea to add this as well. I think Paper tech would be the best place for this, as the other processes are all available in the Classical Era, but Espionage doesn't become important until later and there isn't a Classical Era tech where build Espionage is appropriate.

The one problem is the icon. Most mods that have this process use the same icon that is used to command a Spy to perform missions. The icon is quite recognizable as espionage, and I don't want to have to repack the entire AND_Graphics.FPK file for one icon. So I wonder in this case if it would be appropriate to use the same icon for both Build Espionage and Spend Espionage. What do you think?
 
Here's something I noticed we are missing: a Build Espionage process, like the processes we have for
Wealth, Research, and Culture. Several other mods have this process and I think it would be a good idea to add this as well. I think Paper tech would be the best place for this, as the other processes are all available in the Classical Era, but Espionage doesn't become important until later and there isn't a Classical Era tech where build Espionage is appropriate.

The one problem is the icon. Most mods that have this process use the same icon that is used to command a Spy to perform missions. The icon is quite recognizable as espionage, and I don't want to have to repack the entire AND_Graphics.FPK file for one icon. So I wonder in this case if it would be appropriate to use the same icon for both Build Espionage and Spend Espionage. What do you think?

The icon is good.
The problem I see here is that I cannot imagine how IRL a city could build espionage? :confused:
What I personally really miss here is to convert :hammers: to :food: like in MoO2 where you had the option of build "Housing". Sure a 50% rate would be too high but a 5 or 10% would be okay.
And I understand that it would need coding as :food: is yield type and not commerce type. Just an idea.

45°38'N-13°47'E;14330145 said:
It could be possible but I'm not sure it's a good idea. Piracy is a pretty important promotion, I don't like the idea to get it for free.
Maybe a pirate could have less chance to take war prizes? Or no chance to take a ship but get more gold for victory?
 
What I personally really miss here is to convert :hammers: to :food: like in MoO2 where you had the option of build "Housing". Sure a 50% rate would be too high but a 5 or 10% would be okay.
And I understand that it would need coding as :food: is yield type and not commerce type. Just an idea.

Nope. Can't do that, because civ4 is fundamentally different from MoO2. Once you stopped, the city'd starve lmao

What I'd dig instead is an "export excess food" function, where instead of letting your city grow, you export x food, in which cities with the "import food" function could get. Of course, it wouldn't be an active function like gold/research/culture, but it'd be pretty dope.

Come to think of it, "export excess production" would be nice too... (and ditch the merchants lol)
 
Surely this is what traders / caravans / freight do already?
 
The icon is good.
The problem I see here is that I cannot imagine how IRL a city could build espionage? :confused:

Same way they "build" Research, Commerce, and Culture ;)

The production of the city just goes into a different market so to speak, supporting services that promote..... Sneakiness or something, my train of thought kinda derailed there heh...
 
Same way they "build" Research, Commerce, and Culture ;)

All factories start to produce:
  • lab equipment for :science:
  • books and other media for :culture:
  • all kinds of useful and useless things to sell for :gold:
  • magnifying glasses along with trench coat and sunglasses for :espionage: ? :lol:

The production of the city just goes into a different market so to speak, supporting services that promote..... Sneakiness or something, my train of thought kinda derailed there heh...
You see? :p
 
All factories start to produce:
  • lab equipment for :science:
  • books and other media for :culture:
  • all kinds of useful and useless things to sell for :gold:
  • magnifying glasses along with trench coat and sunglasses for :espionage: ? [emoji38]


You see? :p
Production efforts go towards boosting security and police forces, jails and so on. Looks ok to me.
 
45°38'N-13°47'E;14331385 said:
Production efforts go towards boosting security and police forces, jails and so on.
The above means for me rather assigning specialist (sources of production) to magisters and spies and (literally) building jails and other buildings like that.
But I can live with that. We have much stranger features in the game than that :)
 
Surely this is what traders / caravans / freight do already?

Replacement, mate. Something optional I thought it'd be nice.

The problem with caravans is, that it can be built in a city that has no :food: excess but a lot of production. A starving city can build it to fill the needed :food: :)
 
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