C2C - Civics Discussion Thread

I a still not well and am not sure I a getting better at the moment, so I am not touching any code or XML since I am making so many mistakes. What I planed for specialists in the city screen is for the player to
- forbid a specialist being selected
- lock the number of specialist at the number they are
- prioritise a specialist (I can't figure out a good way of allowing more than one to be set)
 
I a still not well and am not sure I a getting better at the moment, so I am not touching any code or XML since I am making so many mistakes. What I planed for specialists in the city screen is for the player to
- forbid a specialist being selected
That would need some support in the DLL.

- lock the number of specialist at the number they are
You can force specialists to be at least a certain number but there is no support for that to be fully locked yet I think.

- prioritise a specialist (I can't figure out a good way of allowing more than one to be set)
You can currently emphasize a certain specialist (it increases its value for the assignment AI) by clicking on it.
 
You can currently emphasize a certain specialist (it increases its value for the assignment AI) by clicking on it.
This is not currently working so far as any of my tests on this feature in the game has shown. It used to - I remember being able to do this and it would highlight the first specialist in the list with a golden frame. That, for whatever reason, is no longer taking place. It COULD be a failure of the graphic feedback and the emphasizing is still taking place even though there's nothing to indicate it. But I somewhat doubt that.

IRT the testing I told SGTSlick I'd be doing last night has revealed that slaves are still considered the overwhelmingly best selection - even over most tile work options.
 
This is not currently working so far as any of my tests on this feature in the game has shown. It used to - I remember being able to do this and it would highlight the first specialist in the list with a golden frame. That, for whatever reason, is no longer taking place. It COULD be a failure of the graphic feedback and the emphasizing is still taking place even though there's nothing to indicate it. But I somewhat doubt that.

IRT the testing I told SGTSlick I'd be doing last night has revealed that slaves are still considered the overwhelmingly best selection - even over most tile work options.
Forcing a certain number of specialists causes the golden frame. I never added a graphical effect to the emphasize thingy.
 
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IRT the testing I told SGTSlick I'd be doing last night has revealed that slaves are still considered the overwhelmingly best selection - even over most tile work options.

One less option to use and worry over. Crossed off a growing list, No slavery for me, ever. Please don't force me to use it either, please.

JosEPh
 
My wife plays that way right now too. I love them and find they are very well balanced. But they do require you use a lot more TW units to control the crime, an extension of mod design to enable some disease control, and only using them a lot in cities you aren't trying to birth GPs from.
 
One less option to use and worry over. Crossed off a growing list, No slavery for me, ever. Please don't force me to use it either, please.

JosEPh

BUT your looking at it as a (i am guessing) nowaday slavery thing, thats not realistic at all, sorry, You got to remember almost ALL people on earth except those in a "somewhat" lavish style were either Peasants or "Slaves." Heck look at Spartacus for ONE example. Please NO long debate thx.
 
I don't like it! Never have and no matter the perspective, historical or personal will not use it. It's that simple. Just like REV, And Fixed Borders, And City Limits. All unnecessary complications that distort the basic gameplay of an otherwise astoundingly good mod.

JosEPh
 
I don't like it! Never have and no matter the perspective, historical or personal will not use it. It's that simple. Just like REV, And Fixed Borders, And City Limits. All unnecessary complications that distort the basic gameplay of an otherwise astoundingly good mod.

JosEPh

ahahaha you must be an :old: (f*rt) :p
 
IRT the testing I told SGTSlick I'd be doing last night has revealed that slaves are still considered the overwhelmingly best selection - even over most tile work options.

Was this done using the new DLL which takes into account the crime slaves produce or not?
 
Was this done using the new DLL which takes into account the crime slaves produce or not?

Yes. I was hoping it would've had some differing results but it seems to be pretty much the same after that adjustment - at least for the player. I'm not sure if the auto-assignment of specialists mechanism for the player runs off exactly the same mechanism as it does for the AI though.
 
Yes. I was hoping it would've had some differing results but it seems to be pretty much the same after that adjustment - at least for the player. I'm not sure if the auto-assignment of specialists mechanism for the player runs off exactly the same mechanism as it does for the AI though.

Bah, slaves are still OP then (or there is a bug with the AI, but I suspect the former). Maybe making them consume more :food: would balance them more.
 
Spoiler :
Bah, slaves are still OP then (or there is a bug with the AI, but I suspect the former). Maybe making them consume more :food: would balance them more.

In the current game slave specialists give +1 :food:, I personally have changed it to -1:food: in my game. Been playing this way for the last week or so and the AI auto-selection still loves them :rolleyes:

*probably should move this conversation to the slaves thread and not hijack the civics thread.. sorry about that.
moved to slaves thread.
 
In the current game slave specialists give +1 :food:, I personally have changed it to -1:food: in my game. Been playing this way for the last week or so and the AI auto-selection still loves them :rolleyes:
The idea behind should be: you have to feed your slave.
A citizen consumes three food so a slave should at least consume two food, maybe even three.
Thinking about it, the other specialists do need food, too....;)
 
I belive there is mistake in labor unargonized labor civic

It says
-10% maintiance cost from number of cities
-10% maintiance cost from distance to palace

Now it simply mens that it is the best civic available in labor category for huge empire.
We should give chinese advice to change their labor civic to unorganized ;)

It should be +20% i think
 
Is this the ONLY place you can spend money to advance ??

IMO there should be at least three minimum someplace, other civics??
Once you spread the idea of money it doesn't matter on which base (coinage, gold, credit, FIAT, digital) your money relies on.
You can always use money to hurry things. ;)

So from coinage on all currency civics should allow to spend money to hurry buildings, units and wonders.
 
Actually the maintaince cost from distance and number of cities are peanuts for a huge empire to pay and matters very little as most of the maintiance cost comes from all the expensive health/science/military buildings anyway.

And slavery isn't nearly as overpowered as the trade civic. Or atleast it wouldn't be if not in combination with the trade civic where trade and slaves together pretty much triples your production and significantly increase your food supply. I do agree that settled slaves should cost atleast two food, slave specialists though don't need to cost food since they as citizens in your city already cost you three food. It would simply be better to limit the number of slave specialists allowed in a city based on size, civics and buildings.
 
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