Thunderbrd
C2C War Dog
They do at random, if not by design. Clumping takes place in chaos on occasion. Example: you may have no copper at all on your continent while copper is more than plentiful on another landmass.
I am not sure but if BH goes doesn't any building that require it also go/stop working?@JosEPh_II :
The way tribal warfare vs banditry used to work, I was quite happy with keeping thieves and rogues limited to the banditry civic. However, Tribal Warfare now is good enough to make it a real inhibition to not select it, not just a minor choice to get some financial benefit.
As a result, I now agree with you regarding the Bandit's Hideout. I would like some kind of middle of the road solution though. Perhaps the Bandit's Hideout must be had to enable building another building that ends up being a prerequisite... A den of thieves perhaps, or a Thieves' Pact? Something that says you did spend a little time in Banditry and took some steps to accomplish opening up criminal units for yourself. What do you think could work for that?
Well, the important thing to consider is that if the player has control over the unit then the unit is answering to the state and the orders of its ruler. So they wouldn't consider themselves outcasts unless they were pretending to be to the rest of the world, which they pretty much are but I don't want to confuse the player on that.So you want BH to open the door for another "bldg" that would then allow Rogues, Thieves, etc to be built? Or do you want a Bldg that must be built before BH (a prereq for getting BH) so that you can then build BH to get it's units?
Since early marauding bands were males that refused to be community minded and banded together to take what they wanted, how about a Tech/Bldg called Outcasts?
Perhaps the Tech Banditry should have a prereq Tech by that name? Or is Thieves Tech now a prereq for Banditry? Need to look at the tech tree again for pecking order.
JosEPh
Soon as Joe started looking for clarification I had the same concern.I am not sure but if BH goes doesn't any building that require it also go/stop working?
Well there you go then. Just make the Bandit's Hideout continue to remain if you change the civic and bob's your uncle! Mission accomplished. What tag is that?Civic requirement tag for buildings have a special tag that allows the building to remain if you change the civic.
Well there you go then. Just make the Bandit's Hideout continue to remain if you change the civic and bob's your uncle! Mission accomplished. What tag is that?
<PrereqAndCivics>
<PrereqCivic>
<CivicOption>CIVIC_BANDITRY</CivicOption>
<bPrereqCivic>1</bPrereqCivic>
</PrereqCivic>
</PrereqAndCivics>
<!-- Obsolescence -->
<bRequiresActiveCivics>1</bRequiresActiveCivics>
Awesome! Done and thanks!Delete this line: <bRequiresActiveCivics>1</bRequiresActiveCivics>Code:<PrereqAndCivics> <PrereqCivic> <CivicOption>CIVIC_BANDITRY</CivicOption> <bPrereqCivic>1</bPrereqCivic> </PrereqCivic> </PrereqAndCivics> <!-- Obsolescence --> <bRequiresActiveCivics>1</bRequiresActiveCivics>
But then u lose -10 on war, 30% in Capital (which is probably) the highest gold in a town . .and if u have more than 1 rel by then ur doing better than most, i dont ever get a rel until classical era . .@strategyonly: I tend to skip divine cult, and wait for Prophets, mainly for the -10% cash per city but for the other penalties as well (if I remember correctly: if you have more than 1 religion, you don't only get unhappiness but also REV penalties). I'm content with the religion civic as it is.
Charity is just fine imho. It only had the 2% Maint cost removed. And that was it.
The Religion choices are okay imho too, Except that Divine Cult has Too Much filler in it. But it's the 1st Choice you can use to found a religion.
Just how I see it anyway.
JosEPh
But then u lose -10 on war, 30% in Capital (which is probably) the highest gold in a town . .and if u have more than 1 rel by then ur doing better than most, i dont ever get a rel until classical era . .
Well i believe IF u are in the "Welfare: civic, u should get some gold out of if somehow, ??? that early in the game, at least. . .
It's a civic in my C2C modmod, still a work in progress that, so there isn't much content to all the new civics.This is somewhat random, but I was wondering if anyone had considered incorporating the concept of a palace economy into C2C. It's one that had quite a considerable degree of influence during what C2C calls the Ancient Era, and could bring its own benefits and disadvantages as an Economy Civic in its own right.
I'd like to keep them simple, but it's not a rule I adhere to.@Toffer,
Are you keeping these civics rather simple since you have so many?