Hydromancerx
C2C Modder
@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
Hmm. Possibly. I would still have to make sure that the

@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
This just may be the Final straw that breaks the camels back.
Any part of the Mod that adds +1 anything and at the same time adds +1 of it's counter is wasted effort, wasted computation time and wasted display space. The mod is full of this pointless decimal place swapping.
This is just another example of the Berry Bush/Mushroom builds. Something that is useless when you need it but will eventually (and well after it's usefulness is gone) after 3 or 4 steps will get you a very insignificant +1 benefit. I still don't build either of these 2 anymore they are pointless except in extreme cases.
And what is the AI going to do with it besides choke itself to death? Especially now that Housing is "mandatory".
Finally "homelessness" had a very different meaning in Ancient times than it does today. This homeless distraction should not even be in the Pre Era, it does not fit.
JosEPh :/
I agree, the whole Housing idea is a lousy way of simulating the advancement of living conditions. I would much rather scrap the whole Housing system and replace the bonuses with Tech-based +and +
.
And what is the AI going to do with it besides choke itself to death? Especially now that Housing is "mandatory".
Finally "homelessness" had a very different meaning in Ancient times than it does today. This homeless distraction should not even be in the Pre Era, it does not fit.
If you want to remove housing and add bonuses to techs think about this also
Add big penalty ex +50% more to grow to game start
<snip>
I agree, the whole Housing idea is a lousy way of simulating the advancement of living conditions. I would much rather scrap the whole Housing system and replace the bonuses with Tech-based +and +
.
Oops! I did it again
@Hydro,
You know what I'd really like to see you put your efforts into... your Original AND Farm series. Those were Fun. And Waaaay better than the Cow, Oxen, Donkey etc. farms now in C2C.
If you want to remove housing and add bonuses to techs think about this also
Add big penalty ex +50% more to grow to game start
Add less to grow bonuses to techs like herbalism medicine sanitation
This will allow us to avoid too big cities too early
Will be realistic without knowledge people die on the simplsest disease and because they dont know nothing about sanitation standarts.
Edit
I like housing since they are autobuildable because
1 they allow to add some bonuses only in some cities (techs adds bonuses to all)
2 gives some more depth in city managemant
I see the future in this idea because we can connect happy bonus with housing
And add other benefits like gold etc
Now if you want hapiness you just build one building. Want gold build another.
It will be fun when your citizen requirments will be more complex.
nd
Btw, let me remind you of the NewCityFree expression tag to let some buildings auto build when you found new cities.On a side note the auto-build tag is very powerful and could be used for many things in the future. Housing is just the tip of the iceberg.
Nimek wrote:Add big penalty ex +50% more to grow to game start
Add less to grow bonuses to techs like herbalism medicine sanitation
This will allow us to avoid too big cities too early
Will be realistic without knowledge people die on the simplsest disease and because they dont know nothing about sanitation standards.
I disagree. And this has already been done before. I fought against it then I'll fight against it now.
Your 1st cities should Not be stuck at 1 pop for 10s of thousands of years. That's just ludicrous and for those seeking "realism" just plain false. The food strangle hold needs to be loosened at game start not tightened.
JosEPh