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C2C - Building Review Thread

I think I have figured out how only those nations importing trade goods can also get economic benefit from them, The producer is already getting the benefit. I a thinking each trade good would have an importer of that good that can only be built in nations without the culture needed to build it.

Interesting idea, importers... available if you don't have a native source of the resource but do have the resource. That could really enhance the trade side of the game.
 
Interesting idea, importers... available if you don't have a native source of the resource but do have the resource. That could really enhance the trade side of the game.

I have wanted to do it forever. It is part of Civ III I miss. There resources are marked as local, ie produced inside your nation or imports. So far I have only figured out how to do it with the culture based trade goods like the Olmec Jade Figurines but not the South American Jade Masks for other South American Nations.
 
I could design a function that queries whether an existing available resource is being generated by the nation or not. I think... I don't think it would be terribly difficult anyhow.

I could try to address that soon - before too long here I should be getting back to coding.
 
The Bayreuth Festspielhaus wonder comes at Romanticism, which is probably exactly right:goodjob:!

:lol:EXCEPT that it requires opera houses, which come the best part of an era later at Realism.

Please move opera houses to late Renaissance at latest. Wikipedia says the first was built in 1637:eek:. Maybe they need an Opera tech, if not you could put them on Enlightenment or Nationalism (or even Free Artistry! - their history is heavily entwined with Art Patronage).
 
Entomology Lab (unsurprisingly) requires the resource Bugs, however, there is no longer any way to get that resource.
 
Walls:
At a certain point, we reach a stage were walls add more to minimum city defense then they limit the city entry. The Metamaterial Wall for example adds 25% to minimum city defense, but units can't enter the city if the defense is above 12%. I haven't advanced far enough to see if this is really an issue, but it looks like it is.

Shoplifting:

Waaaay to high impact that early in the game. Either move it further down the tree, increase the crime treshold for it or reduce the - :gold:.
 
Shoplifting:

Waaaay to high impact that early in the game. Either move it further down the tree, increase the crime treshold for it or reduce the - :gold:.

It teaches players to take crime seriously. So I'm not against harsh penalties for neglecting it.

Besides its not illogical. In a hunter-gatherer society people just grabbed off the land what they needed. I imagine that when some people started farming, and worked to get food growing on the land or breed cattle, they would be stolen from by hunter-gatherers who would just take those crops or cattle when they needed it, like they have been used to doing for thousands of years. It takes time to learn how to solve such conflicts.
 
Besides, crime prevention costs a lot of money (building upkeep, watchmen upkeep) so the penalties of crime must be severe too (and outweigh the price of crime prevention) otherwise players would just ignore crime.

At this moment I tend to not pay much attention to disease (build the disease fighting buildings last and only the cheap ones) as I can usually counter the health penalties with health bonuses from resources.
 
Shoplifting comes at Barter, a time where you really have very little crime-fighting abilities, a few buildings is all, and then you have to avoid building other buildings that give crime as well, AND you have to avoid getting your city too high in population (meaning keeping it at or under 4 pop) if you run any kind of difficulty (at least on Nightmare but I suspect the same goes at normal mode too).

I totally agree that Shoplifting (and it is Shoplifting, not looting, raiding, stealing, or whatever grabbing and stealing off the land would be called) is too early and has too big of an impact. After Trade perhaps, and not as much as it is now (or start at Barter with -1, increased by various technologies until reaching -15 at Currency or so).

Cheers
 
I've stated this in the past and am restating it now.

I feel the static -:gold: attributed to crimes is unrealistic and rather unfair. IMO, the crime should produce -:gold: percentage of the total gold produced by the city. There is no way a crime would eat 5-6 times the total :gold: output of a city. Conversely, a huge city would loose more :gold: to a particular crime type than a smaller one. In the case of shoplifting there are simply more people committing the crime and far more targets for it.
 
I've stated this in the past and am restating it now.

I feel the static -:gold: attributed to crimes is unrealistic and rather unfair. IMO, the crime should produce -:gold: percentage of the total gold produced by the city. There is no way a crime would eat 5-6 times the total :gold: output of a city. Conversely, a huge city would loose more :gold: to a particular crime type than a smaller one. In the case of shoplifting there are simply more people committing the crime and far more targets for it.

I actually agree - this approach would both be more and less ruthless with the penalties matching the... erm... crime more appropriately to the city suffering it.

Now, all we gotta do is get Hydro's attention on the issue since crime buildings are his garden to caretake.
 
Oh and DH, I think your Tales of the Sealion still requires a Palaces to be build, so you can't get it if you capital is landlocked.

You can if you capture one on land:mischief:. There is both a sea and land version of that unit.

I am working my way through the animals. There are a lot and it is hot here. I have almost got the bear buildings sorted out then I need to sort the bear units out. After that it is the crocodiles which have been waiting to be sorted out for many versions.

One of the reasons I am moving everything to the Animals folder is so I can keep track of where I am up to. Once done they will all get merged and put back in the core. ;)
 
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