IXIRandyIXI said:
Okay, here's that list I promised you, pink. This is just from looking at the new biq.
- Croton could use some kind of resource down there to help it actually have some production. I just added an Olive resource on the hill just south of it.
ok, good.
IXIRandyIXI said:
- Diocese are just improvements that can be built anywhere now? Intended? Also, neither Renovatio Diocletiani nor Diocese require Absolutism as government.
Yes, since you reported forbidden palace-type wonder did not go obsolete, at least with normal courthouse-type improvements, they will! This means corruption is now only reduced in the city. I didn't force the player to have a absolutist type of government for the two mentioned improvements thinking that the government was now interesting enough on its own (with draft unit possible). Now, I can see that puting the requirement could be historically correct, so I am ok either way.
IXIRandyIXI said:
- You forgot to add the anchor for Hadrian's Wall. I also reduced the cost to 2 (= 20 shields) so it won't still take forever to create. Corruption is always huge in that city (i.e. only 1 shield per turn).
I hate adding resources visible to the Roman (as you can see with my playing with resource requirement for some wonders) either luxury (which number must be controled in order to give mood-improving buildings an importance) or strategic (to keep the city screen unmessed of useless resources). I thought that the main interest of Hadrian's wall (avoid stealth attack from the Pictii) would bring the player to make the wall were it was without having to force anyone.
IXIRandyIXI said:
- costs of Crux lesi and Bibla need to be reduced...again a corruption problem. Recommend reducing both wonders down to 2 (=20 shields).
ok!
IXIRandyIXI said:
- for my testing purpose, I increased the min tech rate up to 12. I'm going to look at how many techs there are now, again, to re-calculate whether I'm going to have to adjust that to keep Rome from advancing too far ahead.
See below, this is how I assumed it would be (I still hope to be able to correct that list according to feedback)
IXIRandyIXI said:
- the "Limes xxx" wonder's prices still need to be greatly reduced, esp. the ones that have an anchor. I wouldn't even bother building the ones that have anchors with their current prices. I reduced the non-anchored one to 10 (=100 shields) and the anchored ones to 5 (=50 shields).
all limes have now a resource requirement (anchor)! One should be along the Rhine, one likely in Syria, and one near Sirmium/Naissus. I can further reduce all their costs a bit but 5 is really getting low?! Don't you like their effects (free siege engineers that can be later converted in polyvalent ones?). Maybe once the invasion correctly take place will these limes become really usefull?
IXIRandyIXI said:
- I'm implementing the Civil War as a transition government idea into this patch as well. Reducing all Civil War wonders and the Civitas' costs to 0. Also removed Forced Resettlement from Christian Principate since the Forced Resettlement from going into Civil War as a transition government will be enough. Also removed Religious trait from Romans so that Civil War will last more than 2 turns.
ok, good! Tell me how it goes
IXIRandyIXI said:
- reduced Edictum Mediolani's cost to 20 (=200 shields), again, because of massive population losses during this time period.
Ok, and glad to hear the empire pop dynamics are going historical!
IXIRandyIXI said:
- raised the early Legio's defense back up to 4 and made the Hoplites Alarii have no population cost (they are representative of using allied Italian nation's troops, and not troops consisting of your own Roman citizens, after all). I know, I know, I've said it a billion times. But I just had to put it in.
Guessed so
I wait some more and let see where the vote (based on v0.7) brings us.
IXIRandyIXI said:
- reduced the Roman's Castrum Numidici to 5 (=50 shields) because of corruption problems that will exist in the city it must be built in.
ok
IXIRandyIXI said:
- in the game's current state (no changes made by me), there's really no reason to switch over to a Christian Principate gvt instead of a Principate gvt later in the game. There's really no advantage of switching over to the Christian Principate over the normal Principate or Absolutism other than the Minimal corruption, which is only minor when you have so many cities. Maybe make some special wonder that can only be created in Constantinople under a Christian Principate government that makes a good number of citizens happy or something.
Have to find more incentive for Christian Principate so. What about the other gov, are they attractive enough for the player to follow them (Rep->T. Rep->Princ->Abs->Princ/Abs/C. Princ)?
IXIRandyIXI said:
- the only effect the Roman player gets from building Persecutiones Christiani is putting a building in all cities that removes 2 culture per turn. I don't think anyone would want to build something like that.
So instead, why not make Persecutiones Christiani add 30 or 60 culture per turn to Rome (where it must be built, because it can require the Rome resource anchor) every turn to make Rome the "great" city that it was cultural-wise. And then just keep everything else the same.
Ah no
You need to build that wonder sooner or later to build Edictum Mediolani which give a free church in every city (which I believe is a great wonder, since churches can't be build without an earlier persecution, check the BIQ. Church mood effects being doubled with bibla, they are a critical mood improvement medium-late in the game). The incentive to build that 'bad' culture-loosing wonder early on is that if you so, you can then build church much earlier than with Constantine, which will negate some of the culture loss and add 1 or even two people happy! Any way, you need the persecutions carried-out before you can get churches and basilica. In other word, no persecutions, no happy people after the conversion of Constantine, when all pagan improvements become obsolete!
IXIRandyIXI said:
- reduced the cost of Via ad Orientum wonder to 10 (=100 shields) because of corruption problems that will occur in the city it must be built in.
ok
IXIRandyIXI said:
- increased the value of mining hills from +1 to +2 for the much-needed production boost.
Oh come this is still set on one
?!
IXIRandyIXI said:
- added a Game resource in the forest north of Barium to help with growth and production problems in that city.
Fish would do great in addition to existing game. A variety of diets is the key to a long life I was told
IXIRandyIXI said:
- implemented the later invisible/hidden nationality barbarian units + all Roman units having Detect Invisible idea.
Good
Let me know how that work. Do you follow the idea I throwed in a post yesterday? I made some testing about locked alliance and HN units long ago (v0.3 or so) and if I remember correctly, HN units more or less ignore allied cities and go for nearby real enemy cities. Meanwhile, the ally will attack these HN units nonetheless. This is why I put Germanics and Scythia in a locked alliance since that version.
IXIRandyIXI said:
Phew! I think that's everything!
Thanks Randy