I dunno, I feel like this kind of unit exists in ex. Civ5/6 as a simplified abstraction of reality - IRL traders bring goods from a city where they're cheap to another city where they're worth more, and selling them there. But this is already simulated pretty well by WTP, with goods being...
Does this mean that once full, military units physically can't enter the tile at all? Or just that they won't benefit from buildings etc? If it's the former, can they still path through the city tile and make use of the roads?
Hm, are you sure? I found the guide I read a while back:
https://forums.civfanatics.com/threads/price-change-mechanics.292862/
If it's correct, the Correction% is the base chance that the price will change at all, whether to go back to normal or down/up from player trading. For prices to reset...
Won't that mean prices don't change at all? If I've understood the price change mechanics correctly, the best way to reduce randomness would be to set iPriceCorrectionPercent to 100, but to compensate by raising the iPriceChangeThreshold very high - that way it'll be predictable, instantly...
I'm not sure what the exact mechanics are for festivities, but playing an Epic game I've had like 3 festivities occur in total, despite ensuring I have net positive happiness for all my colonies (all 5 of them) for the entire game, and each time all it seemed to do was generate a handful of...
I'm trying to get into this mod again, and while the changes since I last played are interesting (the large rivers are really cool, I try to start next to one every time) I feel like I'm not very good at the game when I see the AI get all the FFs and have larger cities even when I picked Sweden...
They already launch raids if they're mad enough, which can be annoying even if your troops fend them off if they for example ruin your building progress just before it was finished. But it does seem weird that they just give up cities. Certainly makes playing "nice" with them easier though
The domestic market definitely makes things more difficult for the transportation network, but even if that was resolved by virtual traderoutes (teleporting stuff around) or making the domestic demand apply globally (no need to transport in the first place) there'd still be a complicated web of...
Right, which I only belatedly realized is probably why it seemed powerful to me - or at least more palatable than the standard education system, which takes a potential worker out of the system for a good long while.
As much as I love this mechanic and enjoy getting a "free" expert, I think it might be bad for balance. It makes experts much less valuable, since you'll just get them anyway eventually, and I'm much less reluctant to use the clear specialty function since a specialist I have no immediate use...
I'm interested in working with the text in the game! Really enjoyed RaR the last few weeks and noticed some niggling issues in the civopedia. Some grammatical, but also technical, like the transport section referring to trains, which appear to have been replaced by carriages and waystations...
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