so it's not possible to set it up that a certain barb only starts to spawn once a civ invents a tech first?
Dont know how to do it on techs.
You can set any barb to spawn from a resource ( lets call it caves for arguments sack) so you get neanderthals from caves spawning all through the game, unless restricted by time bar. But they can evolve to other unit types by changeing the year start and end date, so they turn into other units spawned from the same place but at different time periods. You could even have them able to build improvement villages, which could then spawn neanderthals next more advanced unit, makeing it important to explore and wipe the base units out to stop them evolving into a real problem.
so every sea critter would have to get the code "starting to spawn when boat building is invented by a civ". If you give me the correct code I would add it to all the units, as this should be repetetive action?
use your best guess as to when civs should on average get to the sea tech`s, and adjust the start spawn time to that, or rather before that so as to have some in play.
Ive placed 2 new civs not ment for human to play, as they have widely apart start points of 3/4 cities, to represent eastern and western minor civs rather than use barbs for them all as it drasticly helps turn times, and makes them ineffective ( start unhappy) but in play with the correct names for where i want them) some of these proto civs ( sicily and Cnossos) have Astrolgy and 2 galleys, so will be reducing the numbers of marine animals by killing them, so Cnossos/syracuse (crete/sicily) will benifit more than a landlocked proto civ, and will compensate for being locked on an island.
Ill let that run overnight to see what effect it has, since a lot is changed in V22 so will wait for that before looking at diff levels etc to change. Also saw that Spain goto 5, Sumeria 4, while Rome and babylon stayed on 1, so will see if makeing random personalties changes that.
since i have no volcanos i could give one to Cnossos, and change the eruption to ruin production to the tiles around it and pretty much end cnossos as a city in the proto civ its in, while makeing them Atlantis for pre history with them boats chopping marine life untill the eruption arrives and makeing them history....that method could fix the meds marine life problem, and then remove the benifacting city so it could well solve it for me.
Well I have said now that we have unlimited resources that some terrain features should be made into resources. Which include ...
- Dates
- Coconuts
- Prickly Pear Cactus
- Barrel Cactus
- Fossils
Stuff that I think should not be converted are ...
- Bamboo
- Seaweed
- Coral
- Savanna
Then there are some I am not sure of such as Tar Pits.
Why so?, only 1 resource per tile ( pretty stingy given the ground scale) just makes it less attractive and blocky visually, than if you can stack some resources with features, which also gives agreater range of tile values, which is very useful.