That's what I figured when he declared war on me, it was just strange to see the attitude remain pleased while at warThis is possible in base BtS as well, in fact very few leaders are completely safe on pleased, and I think there are even some that can attack on friendly. So it depends on the leader personality.
Noticed, that recycling center does not remove pollution from mines and workshop. You have to remove and rebuild those to get rid of pollution. Seems to be due to python onBuildingBuilt code checking only specifically for public transportation instead of Polluting set.
Also, AI really underestimates pollution/unhealth.
Xyth, can you clarify how monastery bonus commerces from Great Priests are supposed to work? When I first read description, I thought that each subsequent GP increases bonus
Then I read python code and saw that these commerces are going into negative when city changes owner. So I though maybe it is to have possibility to get back bonus after recapturing while also not allowing enemy to benefit from it, but that was strange (because second capture by third side will restore bonuses for it).
Then I saw bNeverCapture flag and that explanation went out of window too (cause that would mean even if enemy build his own monastery, it will still give it negative commerces until overriden by new GP). So, I'm pretty sure at least something is not working as intended here, but I'm not sure what exactly. Maybe there was some confusion with setBuildingCommerceChange (which overrides previous value) function which is used both when GP is born and when city changes owner?
Nice, will wait for 1.25 release then)
On a side note, is it possible to do updateCityOrganizations checks more often? Corporation penalties only update on civic change or corporations change, but not on resource availability change. Which can lead to strange situations when corporation is active but no penalty is present or vice versa.
And one more thing - is it possible to add an option for blocking WeLoveTheKing messages? When you have large empire those start to be really annoying, because they themself are absolutely useless and much more important messages are delayed because of them.
I like the negative tenets. I've implied this in previous posts about how I think negatives could be added to civics such as sustainability:By the way, while the idea of penalties for certain Tenets is a clever twist, I think that in a game players prefer bonuses to penalties.
I think this civic could be more balanced if it had some drawbacks, such as no access to coal.
I think one should remove the period of anarchy for changing tenets.
Personally I find it much less important to change Tenets (once you choose an initial set) than to change Civics.
Thus with the current setup I rarely if ever change Tenets.
By the way, while the idea of penalties for certain Tenets is a clever twist, I think that in a game players prefer bonuses to penalties.
Can be there a option in new game or custom game to denied using GP to tech rush?
And its still impossible have at last one square circle around city not ower-takable by culture? I mean when a city is conquered and the city who is few (4+) square away have so hideously high culture (and production) then the city is doomed unless that distant city stop have culture.
Oder side is to a citty producing a large amount of culture can ride off everything to small and practically steal titles.
Good News: I'm still on track to have the beta out at the end of this month.
Bad News: I may not get as much sleep as I should in order to meet this self-imposed deadline.
That would be unrealistic and detrimental to balance. See below.
For most playstyles they're not intended to be changed nearly as often as Civics, but to potentially have significant effects if/when they are.
Civics have penalties as well: maintenance and dissent, which can sometimes deter you from selecting the civics you'd prefer. With Tenets, you get to choose the penalty that suits you best and (other than Apostasy) your choice doesn't limit your other possibilities. Tenets are thus the less punitive system, but with both you get control over the magnitude/nature of penalty you receive – but in exchange for a larger bonuses. Meaningful trade-offs rather than punishment.
I second this sentiment. Take care of yourself.Much as I'm looking forward to the update, I think I'd prefer you extended the deadline to include time to sleep. In the short term, this will likely result in higher overall quality and fewer bugs. And in the longer term, we're more likely to see continued development of the mod if you take good care of yourself so as not to burn out (or worse).