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I think it's the popup window in one of the shortcuts, though I can't remember which one. Maybe Alt + D Change player name/email.
I found it.
Under Victory conditions and then clicking settings the mapname is shown.
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I think it's the popup window in one of the shortcuts, though I can't remember which one. Maybe Alt + D Change player name/email.
The French city has actually grown to a 2-tile radius. This can be seen on sea tiles. However, it has accumulated less culture than you on the 2 tiles on which both your city and theirs share influence, so those 2 tiles are culturally considered yours.So - how can the french occupy that tile if they haven´t grown to use all tiles within a 2tileradius?
The French city has actually grown to a 2-tile radius. This can be seen on sea tiles. However, it has accumulated less culture than you on the 2 tiles on which both your city and theirs share influence, so those 2 tiles are culturally considered yours.
If you hover your mouse on the shared tiles, you can check in the bottom left corner the proportion of culture between you and the French. That's important to be sure you're securing your influence. In case the French city would produce culture faster than you, you could then lose the majority and the tiles will be lost.
Considering the hemp tile, a 2-tile cultural radius is not yet enough for your city to culturally reach it. You would need first to get a 3-tile radius for that, and then to grow enough culture on that tile to "overtake" the culture accumulated by the French. It's possible but it will take time, so don't focus on it.
Colonies can work plots in a 5x5 area. However they only give you ownership of 3x3 when founded, meaning you have to build buildings to expand.Do cities in R&R actually grow to a 3-tile radius? I haven´t played that far yet in a game of R&R.
You can ignore natives when placing colonies. However they have a tendency to become angry if you take land from them. The French have a bonus towards natives, which makes them less angry. I'm not sure if that matters here or if the AI is ignoring natives. It happens occasionally that AI Europeans get wiped out by natives.I remember the game stopping me from building a new city too near an english colony. Does that minimum disctance only work for european colonies? Is there a way to have it apply to "native-friendly" colonizers (e.g. the french) too when they build near an indian village?
Manual control would be the answer.After exploring some ruins I got a treasure cart and used the goto command to make it go to Nieuw Amsterdam. The way it plotted cut right through yet undiscovered wilderness. Is there a way to prevent treasure carts to do that and have them stick only to known lands?
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The pathfinder considers unexplored terrain to have movement cost like flatland (that is, one movement point). When a unit is asked to go somewhere (either goto or automated/AI controlled) it will pick the fastest route. If the only way you know goes through forest and hills, the unit will attempt to circle the "slow terrain" to see if it can find a faster way to reach the destination.
It should be possible, but it requires DLL editing. It does handicap the AI though as it would explore less. Also if it is ok for ships and scouts, but not treasures, it will have to make a runtime switch, which would slow down the game. Pathfinding is the slowest part of the entire game and the larger the map, the more time pathfinding takes relatively to the other tasks (like twice the number of plots/cities mean twice the time, but pathfinding could take 5 times as long). Adding features to pathfinding, which slows it down even further doesn't sound like an ideal thing to do.Is it possible to manually change the expected movement cost of unexplored terrain to be considered to have the HIGHEST cost
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The pathfinder considers unexplored terrain to have movement cost like flatland (that is, one movement point). When a unit is asked to go somewhere (either goto or automated/AI controlled) it will pick the fastest route. If the only way you know goes through forest and hills, the unit will attempt to circle the "slow terrain" to see if it can find a faster way to reach the destination.
It may not be the wisest movement pattern for a treasure, but it makes perfect sense for say a transport. The AI moves constantly between two colonies and it will eventually know the fastest way to get between those two colonies. It also makes good sense for ships as they assume all unexplored plots to be water, which is usually true unless it is in a costal area.
I'm not really sure what should be the preferred value, but I edited the demographics screen multiple times in my mod.How many people would you say a size 55 city actually has?
5500 seems bafflingly low to me, and it's kinda crushing my suspension of disbelief more than the fact that I cheated to settle New Sweden on the west coast of the US.
Similarly, if the game's demographics screen (one of the tabs tied to score) reports you as having 55k people total across the colony (which has like seven cities above 30 population), how much would you say then?
I have way fewer military units than I do units of population in settlements, but my population is listed as 55k, and...my soldier population as 110k.
Not asking for anything to be changed, just asking for help mentally sorting this out so it'll make sense.