Prasutagus
Chieftain
- Joined
- Feb 15, 2022
- Messages
- 3
Minor correction needed for the Celt's Ogma belief. Ceilidh Hall should provide 5 science, not 4. Thanks
I get where the idea is coming from, but what happens if you decide to actually not build it? If you want to get rid of the maintenance, you'd have to finish it first (because only then can you remove it). I'm not saying I'm against it, quite the contrary, but it's something that should be taken into consideration.Maintance of roades since start of the construction instead of end to eliminate an exploit when you don't finish roads to avoid maintance cost.
You're right. Maybe it'd feasible to remove u finished road. If not, then you would be penalized more for not Planning.I get where the idea is coming from, but what happens if you decide to actually not build it? If you want to get rid of the maintenance, you'd have to finish it first (because only then can you remove it). I'm not saying I'm against it, quite the contrary, but it's something that should be taken into consideration.
Not necessarily. The worker could cost extra maintenance while it's performing the build road task. When it stops performing the task, it stops costing the extra maintenance. If the road is complete, then the road maintenance takes over; if the road is incomplete, then the there's no continuing cost.I get where the idea is coming from, but what happens if you decide to actually not build it? If you want to get rid of the maintenance, you'd have to finish it first (because only then can you remove it). I'm not saying I'm against it, quite the contrary, but it's something that should be taken into consideration.
Well, that could work indeed.Not necessarily. The worker could cost extra maintenance while it's performing the build road task. When it stops performing the task, it stops costing the extra maintenance. If the road is complete, then the road maintenance takes over; if the road is incomplete, then the there's no continuing cost.
Alternatively, roads could cost only 1 turn to be built. It is enough to handle the exploit.
Yeah, we could. However, if the game would be better without exploits, then why ignore them? One reason could be that it'd be very time consuming for devs to do, but they didn't say that it is. Is there any other reason to not improve the game?Or we could leave it and just not do it if it bothers you? Why would we change road building for everyone because a small amount of people exploit it, and they can just not exploit it if it bothers them.
Or we could leave it and just not do it if it bothers you? Why would we change road building for everyone because a small amount of people exploit it, and they can just not exploit it if it bothers them.
Topics wander based on what interests people; especially Ina generic patch threadI'm not even quite sure how we got here this fast.
If you can generate more unhappiness than there is population in the city, then I don't see why it's unbelievable that you can generate more happiness than there is population in the city.But neither of these are really problems that perhaps need fixing, except the original problem of why I can generate more happiness then there are people in my cities.That still is weird, the others are minor issues that perhaps doesn't really need tweaking. They require that you do something that is somewhat annoying to save a bit of yield or get some minor reward for your micromanagement-skills
But as far as I can recall you can't. You can't be more unhappy then there are citizens, it used to be that you can't be happier then there are citizens to. But that ceiling is now broken, don't know if the bottom floor for unhappiness is broken either but I have not seen any cities that are producing more unhappiness then there are citizens in the city.If you can generate more unhappiness than there is population in the city, then I don't see why it's unbelievable that you can generate more happiness than there is population in the city.
Yeah, we could. However, if the game would be better without exploits, then why ignore them? One reason could be that it'd be very time consuming for devs to do, but they didn't say that it is. Is there any other reason to not improve the game?
This is what I was thinking about.You could create such a situation by just working a lot of specialists, or more specialists then there are free once and then push it so that the city produces more unhappiness. But as far as I know that is the only way to push beyond that lower border.
@Recursive can you confirm this?2) The mod developers are clearly losing interest in this, if we are to ask for their time we might as well ask them to direct towards actual improvements
We lost them, because they were considered exploit, right? In that case, this was an improvement.I'm not trying to sound like a disagreeable fellow here, but there is no other way to put it. We lost tools due to this way of thinking in the past. (eg, gifting units to other civs)