| 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 |
|
|
#181 |
|
Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
|
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
|
|
|
|
|
#182 | |
|
Deity
|
Quote:
In the city display, when the city is first built on turn 1 you generally see 5 > 1 ![]() As the game progresses and you get happy resources and whatnot, the number on the left gets bigger. As your population increases, other people adopt Republic or you build things that make you mad, the number on the right increases. The way the manor used to work was that: 5 > 1 = 0 ![]() but 20 < 25 = 5 ![]() But if I remember it correctly for how things were changed, it is now: 5 > 1 = 1 ![]() and 20 < 25 = 25 ![]() So you no longer care what the level is in the city, nor the comparitive level. So the city can be perfectly happy and plenty of room for growth, but the Manor STILL gives you production bonuses.
__________________
Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
|
|
|
|
|
|
#183 |
|
Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
|
Is that intentional? It's certainly more useful, but it doesn't make any darned sense. Especially since you could have more
than actual population!
__________________
Fall From Heaven II |
|
|
|
|
|
#184 |
|
Deity
|
Intentional because otherwise MANY players would get NO benefit from the capability. As quite a few of us never allow more than 1
excess in a city, and those single ones only happen by accident usually.
__________________
Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
|
|
|
|
|
#185 |
|
Šumar
Join Date: Dec 2005
Location: Croatia
Posts: 2,008
|
Huh? I though it WAS the point. Instead of producing nothing you get +1hammer. Unhappy is bad but less so in Calabim cities as even unhappy must work. Not that they enjoy in unhappiness.
__________________
Play Fall from Heaven - The greatest mod for Civ4! |
|
|
|
|
|
#186 |
|
Partisan
Join Date: Aug 2008
Location: Weyauwega, Wisconsin
Posts: 1,466
|
Hell, even the computer won't let more than one Unhappy person be in a city! Automanage usually stops population increase right before the Unhappy person is created.
|
|
|
|
|
|
#187 |
|
Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
|
Well, I didn't know it was designed originally to be some great boon, more of a flavor thing. I can't say it's real flavorful if you get more production from sources of unhappiness, rather than actual unhappy people that are being forced to work anyway. Because, again, it just doesn't make any sense.
And anyway, by that rational we might as well take out the shrine of the champion because many of us are way too careful with our heroes to let them die, etc.
__________________
Fall From Heaven II |
|
|
|
|
|
#188 |
|
Emperor
Join Date: Oct 2001
Location: Behind You!!!!
Posts: 1,220
|
Sorry double post...
__________________
My little Modmod for Fall From Heaven Modular Expanded Civ Flavor Mod Link now includes a Wild Mana Version! Say no to Democracy and send the U.S.A. back to its roots http://www.wimp.com/thegovernment Last edited by Avahz Darkwood; Oct 05, 2008 at 03:36 PM. |
|
|
|
|
|
#189 |
|
Emperor
Join Date: Oct 2001
Location: Behind You!!!!
Posts: 1,220
|
Speaking of auto-production, is then anyway to have that selected and keep governors from hurrying production with my gold...
__________________
My little Modmod for Fall From Heaven Modular Expanded Civ Flavor Mod Link now includes a Wild Mana Version! Say no to Democracy and send the U.S.A. back to its roots http://www.wimp.com/thegovernment |
|
|
|
|
|
#190 |
|
Šumar
Join Date: Dec 2005
Location: Croatia
Posts: 2,008
|
It's purpose is as far as I understood if you are at war and get lots of unhappy due to WW quick and also get cut off of few luxury resources quick you lose less production than you would without gov's manor
__________________
Play Fall from Heaven - The greatest mod for Civ4! |
|
|
|
|
|
#191 |
|
Partisan
Join Date: Aug 2008
Location: Weyauwega, Wisconsin
Posts: 1,466
|
Well, doesn't the Governer's Mansion actually lower the Maintenence effect of Courthouses? Shouldn't it have some sort of compensation?
|
|
|
|
|
|
#192 |
|
8 and 1/2
Join Date: Sep 2006
Location: Прага
Posts: 1,074
|
Like...Units that can have how many exp you want?
__________________
Whose couch is this? It's a sofa, baby. Whose sofa is this? Freud's. Who's Freud? Freud's dead baby... Freud's dead. |
|
|
|
|
|
#193 |
|
Deity
|
The change happened at the same time as the Pillar of Chains was added, so I think that in part it was meant to make the Wonder have a good function to it. But the way I see it is that your population is being SCARED into productivity. For a normal civ, frightened people mean they aren't paying attention to what they are doing, so productivity can suffer when the anxiety exceeds their comfort level (
< ). But in a Calabim city, the more reason they have to be unhappy, the harder they work, because they realize that if they are unhappy, the Lords & Ladies are unhappy, and that means anyone not doing their best is soon to be a snack.
__________________
Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
|
|
|
|
|
#194 |
|
Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
|
Yeah, but then shouldn't the amount of production have some connection to how many citizens you have or what they are doing?
__________________
Fall From Heaven II |
|
|
|
|
|
#195 |
|
Please wait...
Join Date: Jun 2008
Posts: 517
|
You're right, it should definitely be maxed out at the # of citizens. Otherwise your brand new city that you found in the middle of a long war could have one unhappy citizen and 22 hammers from war weariness.
|
|
|
|
|
|
#196 |
|
Strategy Lich
Join Date: Sep 2006
Location: Goleta, California
Posts: 1,866
|
That... would be significant, and may explain a few things. I haven't played the Calabim in .33 except for just recently, and *thought* they seemed to be producing a whole lot of production.
|
|
|
|
|
|
#197 |
|
Strategy Lich
Join Date: Sep 2006
Location: Goleta, California
Posts: 1,866
|
I have to admit, I also thought that was the point. The way it works now though is very very strong, and I think +1 Unhappiness from it is light on the balance side. And in fact, if you have happiness to spare, just makes it a bit stronger ;P.
|
|
|
|
|
|
#198 |
|
Spiral Knight
Join Date: Dec 2007
Posts: 642
|
|
|
|
|
|
|
#199 |
|
Chieftain
Join Date: Aug 2006
Posts: 61
|
Could you make immortality as promotable? Maybe required Combat4 OR Drill4. It still sad when you lost a high level non hero unit on >90% combat.
|
|
|
|
|
|
#200 |
|
Tyranny and Mutation
Join Date: Jul 2007
Location: New York State
Posts: 2,235
|
I think that would be too powerful. In FfH Combat and Drill 4 arent that hard to reach.
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| FfH2 0.34 Bug Thread | Kael | Civ4 - Fall from Heaven | 1139 | Jan 13, 2009 09:03 AM |
| FfH2 0.34 Balance Thread | Kael | Civ4 - Fall from Heaven | 385 | Dec 14, 2008 07:07 AM |
| FfH2 0.34 Cosmetic Issues | Kael | Civ4 - Fall from Heaven | 127 | Nov 27, 2008 12:31 AM |