Australia

I personally was thinking that there should be something to represent Australia's mineral wealth, perhaps have the food be per mine and have a goal about exporting a certain GPT value of minerals.
 
I personally was thinking that there should be something to represent Australia's mineral wealth, perhaps have the food be per mine and have a goal about exporting a certain GPT value of minerals.
:goodjob:
 


Rabbits - work properly
No Netherlands and English settlements after Australia spawn - work properly.

Okay then let's talk about new fancy UP, UB, UHV thingies.


I personally was thinking that there should be something to represent Australia's mineral wealth, perhaps have the food be per mine and have a goal about exporting a certain GPT value of minerals.
Mines can be also built on eastern Australia, especially Brisbane will become super powerful city in that case. Maybe we can only count desert mines, but it does works only for western cities too.
 
Desert mines or Desert Hills. That doesn't make much difference.

What is the default AI setting for the rabbits? I think they should have UNITAI_PILLAGE as default. They are too weak to fight, but this way the can still be annoying. 2 :move: is also not a bad idea IMO.

Out of curiosity, what did you do to discourage the Dutch and English settling?
 
Desert mines or Desert Hills. That doesn't make much difference.

What is the default AI setting for the rabbits? I think they should have UNITAI_PILLAGE as default. They are too weak to fight, but this way the can still be annoying. 2 :move: is also not a bad idea IMO.

Out of curiosity, what did you do to discourage the Dutch and English settling?

Let's think some more about UB. How about giving 1:commerce: per mine resource, and 1:food: per desert hill in city area?

I'll check rabbits' AI, pillaging efficiency and occurrence frequency. They have both machine gun and gunship's demerits - can only defend, cannot capture cities.

I've just done same thing what done for HRE and Poland. AI England and Netherlands player will get 0 settle encouragement value in Australia when Australian Civ is alive.
 
UP: It came from the Desert.

- 1 gold from mine and 1 food from desert.
 
I think deserts shouldn't be tied to increased yields but to specialists. Nobody'd work a tile that gives only 1 food and can't be improved IMHO. Something like, +1 specialist for every n desert tiles in the city radius as a UP would work much better in my opinion, because that actually gives Australia an incentive to settle in the desert.
 
Just one question: Will you release it for the latest SVN?
 
I think deserts shouldn't be tied to increased yields but to specialists. Nobody'd work a tile that gives only 1 food and can't be improved IMHO. Something like, +1 specialist for every n desert tiles in the city radius as a UP would work much better in my opinion, because that actually gives Australia an incentive to settle in the desert.

I thought that was too powerful, and so I made them available to build forest preserves on desert - which can be nicely used with National Park on Alice springs. In my opinion, however if we can make that (the one that you wrote) UP somewhat balanced, it can be a nice option.
 
I don't really get why everyone is talking about improving desert tiles. Is desert agriculture that big of a thing in Australia?
 
I thought that was too powerful, and so I made them available to build forest preserves on desert - which can be nicely used with National Park on Alice springs. In my opinion, however if we can make that (the one that you wrote) UP somewhat balanced, it can be a nice option.

Well, we're talking about the late game era here so we can assume that everyone else has developed it's lands to the fullest potential and because of the density of the cities, quite some specialists per city. Therefore, I think it's not that overpowered, especially if you take into account that a desert tile at the same time means the city won't become huge.

About the UB, maybe something that reflects the Australian sportmanship?
 
I'd say if the UP does not reflect mining, the UB should.
 
Maybe I can give some more seafood and mine resources on western Australia and give mine resource output bonus UP. Seems like very simple and balanced solution.
 
How about: Resource tiles with mines may be worked automatically (as in, no citizen is needed to work it).

Would that even be possible to code?
 
That's super overpowered - and probably hard to make happen.
 
Seems like current new 1788 version - without new UP and UB - works fine. I will upload it tommorow.


Current plan for Australia modmodmod:
New UP and UB. UHV should be changed too, depends on new UP UB set.
Great People names.
 
My suggestion:

UP: double production and commerce from mines on resources
UB: Immigration Office (Customs House): +3-4 food
 
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