Additional Feature Request for Next RoM Version

losius-cesar

Chieftain
Joined
Oct 31, 2009
Messages
19
hi,

as i could read in the 2.9 thread, u won't add new features to 2.9
so instead of posting my request there i opened this thread...

following feature i'm missing:

in the city screen, u can automate ur citizens by using the governor. this option can be specialized with some etra buttons to make the governor focus on production, trade, etc etc. so far..... the feature i want is, to lock one or more specialists (or even field/mine workers in cityscreen), when using the governor. that means, i want to exclude them from automated placement.

the reason for this request is simple: i like the great engineer, because of his ability to rush wonders. but sometimes (especially when angkor wat was built) the governor doesn't like to establish an engineer as specialist. and i (me, the player) don't like to manage every city always by myself, just to verify i have an engineer in the city.

what do u think?

regards
lc


edit: i posted this text now in the RoM-ModMods-Request-Thread. sry for doubleposting
 
hi,

as i could read in the 2.9 thread, u won't add new features to 2.9
so instead of posting my request there i opened this thread...

following feature i'm missing:

in the city screen, u can automate ur citizens by using the governor. this option can be specialized with some etra buttons to make the governor focus on production, trade, etc etc. so far..... the feature i want is, to lock one or more specialists (or even field/mine workers in cityscreen), when using the governor. that means, i want to exclude them from automated placement.

the reason for this request is simple: i like the great engineer, because of his ability to rush wonders. but sometimes (especially when angkor wat was built) the governor doesn't like to establish an engineer as specialist. and i (me, the player) don't like to manage every city always by myself, just to verify i have an engineer in the city.

what do u think?

regards
lc


edit: i posted this text now in the RoM-ModMods-Request-Thread. sry for doubleposting

For instance, to see if I understand you correctly, you'd like to say... Control-Right click on a specialist and "lock" it into place, so that the city governor can't change the specialist?

I'm unsure if that's even possible. It may be... it may not be. That falls under the gray area where I'd have to check and see if the .exe controls that. If it does, modders can't change it...
 
Is there a way to Keep the city Governor Off?

Every time you make a build decision the City Gov moves citizens around and specialists too. It seems to be more pronounced now with RoM in general. I'd like for the Govenor off to stay off till I turn him back on. Not for him to be automatically turned back on because I've built a settler or a wonder or a building.

Very frustrating for those of us that Want to manage How a city operates.

JosEPh
 
Is there a way to Keep the city Governor Off?

Every time you make a build decision the City Gov moves citizens around and specialists too. It seems to be more pronounced now with RoM in general. I'd like for the Govenor off to stay off till I turn him back on. Not for him to be automatically turned back on because I've built a settler or a wonder or a building.

Very frustrating for those of us that Want to manage How a city operates.

JosEPh

I'm not an expert in that area, perhaps, another request to the BUG team?
 
With the city auto-governing, you can tell the city to use certain specialists, although there is a bit of a problem when doing this, which I'll explain later.

To do so, simply start by having your city auto-governed. Then, assuming the city can build the type of specialist you want, click the + button next to that type of specialist. (This will cause you to have 1 of that specialist forced) If you want to 'force' the city to have more than one of that specialist, or more of other specialists, just click on the + next to that specialist. The auto-governor shouldn't take these specialists off until you tell them to stop specializing. To do that, simply click the - next to the specialist. If you're not sure if you have any forced specialists, highlight the picture of the specialist, and it should tell you the number forced, and the total number of that specialist you can assign.

The downside with this, if it is one, is that if you have any forced specialists, the auto-governor will place citizens in workable tiles and those specialists you have at least one forced in. Once those are filled up, then it will start using other specialists again.

Example: Let's say I have a 25 population capital. There are 20 workable tiles around my capital, and I can make 1 spy specialist, 1 engineer specialist, 4 merchant specialists, and 5 priest specialists. With the auto-governor on, let's say that it'll use 19 land tiles, 1 spy specialist, 1 engineer specialist, and 4 merchant specialists. If I 'force' a priest specialist, it will change so that it is using all 20 land tiles, and 5 priest specialists. If instead of a priest specialist, I chose to 'force' an engineer specialist, it will again use all 20 land tiles, my 1 engineer specialist, and then make it's own decision for the other 4 citizens. (probably 1 spy specialist and 3 merchant specialists) If I chose to instead force 1 engineer and 1 priest, it would use all 20 land tiles, 1 engineer, and 4 priests, or 19 land, 1 engineer, and 5 priests, but guaranteed would -not- use a spy or merchant until it could no longer place it elsewhere. (other than the +1 :production: laborer) Hopefully that clarifies things a bit!
 
Not sure if this is all part of revolutions, but I think that the seafaring trait should reduce the chances of revolutions for distance from capital if connected by coast or ocean. If your trait is seafaring, then doesn't that mean that you are more likely to establish colonies across bodies of water? Currently playing as Carthage on Diversica map, and it is extremely costly having to pay off just one colony down the coast in Morraco.

Also, I'm very sad that the "totalwar" mod never got finished, and wondered how hard it would be to incorporate 2 elements from that mod. One is the mercenaries that you can buy. The other is a GP, I think it was called an explorer, that you earned with Great Lighthouse and other similar wonders, that could establish "colonies", and cross oceans.
 
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