Thunderbrd
C2C War Dog
This kinda deserves a different thread I think.
Yeah, but since we are waiting for others opinion I posted what those ordinances do, and suggested boosting of crime/flammability reducing ordinances.This kinda deserves a different thread I think.
Interesting proposal. I'd like to hear what others think on this matter first.
I'm not saying that's bad, I'm saying we should bring this discussion up on its own thread so that more folks will see it and comment.Yeah, but since we are waiting for others opinion I posted what those ordinances do, and suggested boosting of crime/flammability reducing ordinances.
would be nice, thanksI'm not saying that's bad, I'm saying we should bring this discussion up on its own thread so that more folks will see it and comment.
I really wish we could just remove this feature. Whoever programmed the valuation of it did a rotten job and I'm not all that interested in trying to improve it.would be nice, thanks
Now i feel like trade genius, but something is obviously wrong when trade units, see in picture
they value obsolete and less experienced enforcer unit more than 3x stronger unit
Let's remove it then, I want it gone if it's not easy to improve.I really wish we could just remove this feature. Whoever programmed the valuation of it did a rotten job and I'm not all that interested in trying to improve it.
Whoever programmed the valuation of it did a rotten job
Must agree, its interesting idea but done poorly.Let's remove it then, I want it gone if it's not easy to improve.
I guess unit trading was broken at some point - or was that broken in vanilla too?I really wish we could just remove this feature. Whoever programmed the valuation of it did a rotten job and I'm not all that interested in trying to improve it.
Do you have SVN? They are way too fast.BTW Pit look at khmer, in 6 turns they achieve astronomy around 9000 BC on turn 2100
No, its astronomy. I play with one month old SVN version. Not nightmare AI, just diety difficulty.Or you meant Astrology?
Didn't exist in Vanilla. It's something we inherited from previous mods along the line somewhere.I guess unit trading was broken at some point - or was that broken in vanilla too?
Not sure where it's mostly processed and stored. DH is wanting to use this feature for animal trade, however, so I'm not sure that removing it will work for his plans, unfortunately.Let's remove it then, I want it gone if it's not easy to improve.
Is there any python code involved in this? I can help if it is needed.
I found out, that Advanced Diplomacy adds this unit trading in diplomacy window.Didn't exist in Vanilla. It's something we inherited from previous mods along the line somewhere.
Not sure where it's mostly processed and stored. DH is wanting to use this feature for animal trade, however, so I'm not sure that removing it will work for his plans, unfortunately.
I guess you could play without WFL.No, its astronomy. I play with one month old SVN version. Not nightmare AI, just diety difficulty.
There is barely any python code related to this.Not sure where it's mostly processed and stored. DH is wanting to use this feature for animal trade, however, so I'm not sure that removing it will work for his plans, unfortunately.
This is another subject we should probably bring up in its own thread for further discussion. I'll have to look into it soon, either to improve on its valuating (which the problem for me there is that I don't really have a concept of what baseline values on things SHOULD be) or eliminate it.There is barely any python code related to this.
The only thing I found was the BUG options CAN_TRADE_WORKERS and NO_MILITARY_UNIT_TRADING.
Those two options have 4-5 lines of python code that allows the toggleing of the options in the BUG option screen and reports to the dll if they are toggled.
So @DancingHoskuld : you are wanting to enforce that the only method we can use to trade animals is linked to an option? That doesn't seem wise to me and I think you'd agree. We would need to then either make this option enforced for all (on by default and hidden) or rethink our approach I think.I found out, that Advanced Diplomacy adds this unit trading in diplomacy window.
No, its astronomy. I play with one month old SVN version. Not nightmare AI, just diety difficulty.
I found out, that Advanced Diplomacy adds this unit trading in diplomacy window.
Spoiler :
I guess everyone use this option.
I guess you could play without WFL.
You can turn off Tech Brokering/Trading.
And use only Tech Diffusion - this way tech can equalize only trough slow diffusion between civs, that know each other.
That one AI already is in Renaissance, while you are in Classical era.
Also I kindly told AI to look at every building, that is needed for other building, industrial era and later resource producer and national wonder, that gives free building or resource trough XML edits (AI weight of 1 - some buildings seems to have no value for AI and they should).
Hmmmmm... i think you have a to old SVN, now it will take longer to reach astronomy then 2000 turns. I moved ocean travel to seafaring and i am now on turn 1580 and just reaching it as first world leader. Starting ocean travel at seafaring will work great and makes game more interesting now, more colonies and the AI can come to your continent. Constandly update your SVN to your current game... as long as no savegame breaker comes up all is fine to update constandly.
I guess I could lower all construction costs to 70 - same as projects and SM units to compensate it.@raxo2222 Watch your AI changes, AI builds workers to late now and is low at developing there lands fast.
I guess I could lower all construction costs to 70 - same as project and SM units.
See my edit - on Eternity speed catching up may last a while if this game was made before SVN 10297 that is commit from last Sunday.No construction costs are good, make AI to build worker with more pirority. If you meen the construction cost of a worker unit i dont know, may work.