CivAgamemnon
King
The spammed execs can be fixed by a change in a file easily, I think. Not so sure about the worker problem.
They must be union
They must be union
In the unofficial thread we discussed the executives problem. Bhruic is going to look into it and see if he can get the AI to use them more intelligently. In the short term, just jump into the XML and reinstate the limit that we there before the patch. It's a simple change to a file.
In this example the limit is 6 (pre-patch was three, just like missionaries).
Removing the limit was a classic example of not testing the consequences of doing so. It's obvious to me that the "executive making code" never worked correctly, but it was not apparent since the AI could never make more than 3. Not sure why it was removed in the first place, I think it brings some balance to corporations.
As I said in that thread, it would be best if the limit scaled with map size, so that a 40 city huge sized map empire wouldn't be limited to the same number of executives as a 6 city duel sized map empire, especially since there are more foreign civilisations to spread the corporations to on a huge map. The number of 6 is a good compromise if it can't be scaled to map size.
Personally, I've always felt that movement points for units should be scaled to map size so that it doesn't take 2 millenia to cross from London to Boston.
That makes sense, but it is a bit hard to do since there only exist land units with 1 and 2 movement points. Any scaling is bound to mess things up.
However, the time scaling that exists in civ4 (quick, normal, epic, marathon) is a very good replacement for movement speed scaling. Movement remains the same on every one of these time scales while everything else changes, so effectively units are moving quicker on marathon and slower on quick.
I've never understood the point of the longer games, since *everything* is scaled to be bigger. In theory, the game is the same it just takes longer to play.
If I created a "Duukathon" speed, it would have the marathon-level tech speeds, Epic Level building/wonder speed, and normal unit speeds.
That way you'd spend more time in each era, being able to build the normal speed units, resulting in better wars of conquest and having to balance army size against costs. Alphabet and currency would become vital.
The point is that units keep their normal movement speed. So units will move relatively faster at marathon speed. A unit will have more turns after it was created before it becomes obsolete. It can move more tiles between 0 AD and 1000 AD because there are more turns in between these dates and building speed and research speed scale so you will face equally developed cities with similar numbers of units and similar tech level.
Welcome to CFCIs the Complete Edition patched to 3.13? I downloaded the patch and tells no Civ4 installation exists.
Welcome to CFC
Complete has just come out so the answer is: probably yes, if you start BtS and ingame click on Advanced, then on About this Build it should tell you the version.
Then you are all setCiv Version 313, it says. Many thanks, for the answer and the welcome.