strategyonly
C2C Supreme Commander
That has been there a while. A long while. At least since V17.
Cheers
ahahaha figures i am like Joesph II i hardly like playing with Rev On, but try it every now and then.
That has been there a while. A long while. At least since V17.
Cheers
*rubs chin* Is there a way we can have a more dynamic Rev system?
Like a 'Light' version, and a 'Heavy ' version?
I feel like, with the new limits that it is almost impossible for your country to revolt, unlike in real life where almost every kingdom back in the day had multiple revolutions.
*rubs chin* Is there a way we can have a more dynamic Rev system?
Like a 'Light' version, and a 'Heavy ' version?
I feel like, with the new limits that it is almost impossible for your country to revolt, unlike in real life where almost every kingdom back in the day had multiple revolutions.
In my latest Marathon game I've hit the city cap, and it didn't do much. The computer has 3 more cities then me, and no revolutions. With how much happiness there is, the +1 unhappy per city doesn't do much to stop people from breaking it.
So, I was just wondering if there was a way we could make a 'Realistic' setting, where it is a big issue, countering revolts, and a normal one for everyone else? (I really just feel like, if it isn't going to limit anything, it shouldn't be in as it is just another useless stat that does nothing.)
When the civic says:
"Cities require -15% Less bread to grow"
can you please confirm whether this means "15% Less", or 15% More as it would if the double negative was intentional.
Either way, I would also greatly appreciate it if you could please remove the double negative (if you haven't already).
My point about koshling is that he says REV is better. He's fixed bugs.
As for a thread for REV there might be an old old one back there somewhere. It just pops up in discussions from time to time, like now.
JosEPh
Just a thought on how the slave specialist should work:
When a slave is settled in a city, it would increase the citys population by one, and place a slave specialist in the city (Like great people giving specialists). The slave specialist would give the penalties and bonuses listed above (Possibly remove the base anger/unhealthiness as it is represented by the population), and act as a limiter on the population, by not allowing the newly settled population to act as a specialists; the slave would only be able to work tiles or as the surplus population specialist. When using population to hurry production, it would remove slave specialists from the city first, and if only slave population was removed the unhappiness penalty would not be as severe. When the emancipation building is built within the city, all of the slave specialists are removed, allowing the former slave population to act as scientists/artists/etc.
It may be unclear what I mean by slave population, so I will give an example. If a city has a population of five and two slave specialists, the slave population would be two and free population would be three. If there were four scientist slots open in the city, there could only be three scientists, but there could be five citizens (The surplus population specialist).
Well, I can relate.I am making some major changes to the slave mechanic. It is just taking a long time.
And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.
Well, I can relate.
Happy 2013 everyone!! I'm back, if anyone noticed I was gone, heh. I have some new things planned for the next coming days:
•Each civic will have a free building called "Civic:Monarchy", so I can do more with civics
•I will actually add the Labor Civic Category in, believe it or not
•Add a couple more Government civics
And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.
Anger can be managed through player action, while there are very few counters to instability. Instability produces anger, and anger produces instability. Therefore having either significant anger or instability from expansion will lead to similar outcomes, but one of them the player can actually affect, whereas with the other there's really no choice but to stop expanding until a civic change is possible.And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue.
Well, I can relate.
Happy 2013 everyone!! I'm back, if anyone noticed I was gone, heh. I have some new things planned for the next coming days:
•Each civic will have a free building called "Civic:Monarchy", so I can do more with civics
•I will actually add the Labor Civic Category in, believe it or not
•Add a couple more Government civics
And also... I now agree with those of you complaining of civic limits. Ya'll were right, these limits are fake and a little unrealistic, cities should be limited by finance and stability, not anger right out of the blue. I'm thinking of just removing limits entirely, but increasing civic maintenance. What I really need to do is sit down and think about my plan of action.... I'll hopefully get back to you guys in greater detail later.
I know, don't worry, I'm not exactly going to rush into removing these.One thing about this, we fought quite a few MONTHs about the City Limits, so you have to consider everything that was said ok (sorry). But i most definitely agree about the financial/stableness abilities.
Well, the thing is, I'm not so sure what civic limits even represents. Like, no civilization ever got mad because a new city was founded. I'll play a game without city limits, but increased maintenance/instability, and see how it plays out.I think the anger from city limits isn't a bad thing and that's not to say that I think financial and stability penalties would be bad. Happiness is too easy I feel, even on deity - farms everywhere, all the bonus growth civics and my pop booming, anger is not an issue at all. In other words it hardly 'limits' expansion imo, maybe very marginally it does. Anyway, why not just have both penalties?
No problem.Good to see you back. I cannot wait to see your changes as well as your additions. I am very excited about the Labor Civic. I really think it will bring good balance too the other types of civics. And more control over the path of your empire.
I have a request. When you do the civic buildings. Could you write them like this ...
Civic (Monarchy)
That way it matches the other free buildings like Crime, Disease, Pollution and Holidays, etc. Thanks!
Well, you can affect the instability in a city. Starvation, , anarchy, and all add to increased instability. And buildings like the Chiefs hut are also good for stability.Anger can be managed through player action, while there are very few counters to instability. Instability produces anger, and anger produces instability. Therefore having either significant anger or instability from expansion will lead to similar outcomes, but one of them the player can actually affect, whereas with the other there's really no choice but to stop expanding until a civic change is possible.
Sure thing.Just please remember to post write-ups of the new stuff you are adding before adding it, that way we can comment and suggest changes to balance and stats on new civics and buildings.
????Here are the planned Labor civics, and additional civic effects on slaves:
I'm adding them Joseph.????
For get something?
JosEPh