C2C - Housing

By the way -- why does Housing (Homeless) have +8 unhealth? You're going to get stuck with it at the beginning of the game, and there are enough penalties to early city growth as it is.

I haven't started a new game since these changes were made, but if you autobuild something with an 8 health penalty then the game is unplayable IMO. At a diety start you already have typically about net 3 or 4 unhealthy at the start of the game, which makes food building irrelevant until you can stack several up (usually at herbalism), but add this much extra and you can forget about building anything food yielding for some time as it is just pointless.
 
Moved here from bugs thread:

Is this supposed to happen this way, just on 1 turn?? I already have :mad: and :yuck: from starvation:food:?? Was this intended this way??

EDIT: By turn 25 at least the :mad: is gone but still at starvation level red.

EDIT: Now after 90 turn finally both :mad: and :yuck: are gone, YEAH!!
 
What role is Housing(homeless) supposed to fulfill here? Its only possible to get it right at the start of the game isn't it? (later on you always have prereqs for SOMETHING in the housing line)
 
Moved here from bugs thread:

Is this supposed to happen this way, just on 1 turn?? I already have :mad: and :yuck: from starvation:food:??

EDIT: By turn 25 at least the :mad: is gone but still at starvation level red.

EDIT: Now after 90 turn finally both :mad: and :yuck: are gone, YEAH!!

I'd guess it is the Homeless pseudo-building that was added. It provides +8 unhealth and +2 unhappy until you can remove it, whenever you meet the trigger conditions for a housing building.
 
Sometimes Hydro I want to ask you, Do You actually play with the stuff you make? Do you ever use it on maps besides PF2 (which is overrun with resources imho)?

1. Yes I play the stuff I make and have not had that hard of a time with Pollution at all.

2. I use to play on other maps but now if its a random map its always PW2f. However I do once an awhile play on an Earth map. I very much dislike the terrain generation from the other maps. They appear like a patchwork of terrain rather than a gradual translation from one type of terrain to the next.
 
This will be annoying for new players.

Add more food required to city grow will be better.

This is the major problem of most modders. They have awesome ideas but implementation sometimes is very annoying in plaayers eyes.

@hydro
Can you add example +25% more to grow modifier to homeless building?
 
By the way -- why does Housing (Homeless) have +8 unhealth? You're going to get stuck with it at the beginning of the game, and there are enough penalties to early city growth as it is.

It was to compensate for the +:yuck: houses. You don't want the houses to give you more +:yuck: collectively than you would living without houses. Thus it was the cumulative amount +1 or 2. I think you can possibly get +6 :yuck: from buildings in early game.
 
Moved here from bugs thread:

Is this supposed to happen this way, just on 1 turn?? I already have :mad: and :yuck: from starvation:food:?? Was this intended this way??

EDIT: By turn 25 at least the :mad: is gone but still at starvation level red.

EDIT: Now after 90 turn finally both :mad: and :yuck: are gone, YEAH!!

Yeah it takes longer to get out of your hole but if you beeline to shelter building you should be in good shape faster.
 
Yeah it takes longer to get out of your hole but if you beeline to shelter building you should be in good shape faster.

After playing a little while i kind of figured that out, but that IS a steep level of starvation, but hey your the buildings guy;)
 
What I don't like about it is that it makes food kind of pointless in the very early game.

Food is never pointless. Even if you have the huge :yuck: the :food: will still help you. And really most of the good buildings come at shelter building anyways. If you can build a stick gatherer then you can unlock the Lean-To and most of that penalty will be gone. Of course you could always build a Cave Dwelling instead, but that takes forever to build. The best starting spot is near grass so you can trigger the grass hut.
 
In what way? If it is eaten up by :yuck: each turn with one population in the city I might as well avoid food at that point.

Agreed. If you're in the Prehistoric Era with a 1-pop city, you're never going to get enough food to make it anywhere. It also takes away from early hunting; any food you get is just going to disappear.
 
It was to compensate for the +:yuck: houses. You don't want the houses to give you more +:yuck: collectively than you would living without houses. Thus it was the cumulative amount +1 or 2. I think you can possibly get +6 :yuck: from buildings in early game.

That's under some very particular circumstances . I looked at the upgrade tree and +4 :yuck: seems to be a more likely target. I would suggest bringing it down to +4 unhealth, not +8. The very early game seems to be stacked with enough penalties right now.
 
That's under some very particular circumstances . I looked at the upgrade tree and +4 :yuck: seems to be a more likely target. I would suggest bringing it down to +4 unhealth, not +8. The very early game seems to be stacked with enough penalties right now.

If I did this then it will go something like ...

Homeless (+4 :yuck:) -> 1st Tier Houses (+6 :yuck:) -> 2nd Tier Houses (+4 :yuck:) -> 3rd Tier Houses (+2:yuck:)

Being that the 1st Tier Houses will give you more :yuck: than if you had stayed homeless. Likewise if we reduced it to 6 then it would not matter if you were homeless or not (except for the +2 :mad:).
 
In the Darrinus (at least I think it was) he had a city that was :yuck: and it was still slowly growing even though there was more :yuck: than :health:.

Its entirely pointless unless you can generate a surplus that exceeds your unhealthy. 1 food is EXACTLY the same as 10 food in a size 1 city with 10 unhealthy. Only when you get to 11 is it worth it. Hence if you cannot get to 11 there's no point building the lesser number you can get to at that time.
 
@hydro

Why you cant use more to grow modifier ex
+25% then +15 + 5 and at some point of house chain +0

It will look beter and collected food will not be wasted
 
@hydro

Why you cant use more to grow modifier ex
+25% then +15 + 5 and at some point of house chain +0

It will look beter and collected food will not be wasted

Or, possibly better, a combination - so half the unhealthy and add a growth modifier somewhat less than Nimek is suggesting.
 
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