Calabims???

Rhymes

Drive 4 25 is back
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Feb 11, 2004
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Ok I've been playing this mod for a heck of a while now, but today I started a game with the Calabim for the first time ever as Flauros....

And WTH? Is it normal that all my cities get +1 :food: for every food ressources I have? I'm not exactly sure this is where the extra fod comes, but my cities are producing almost twice as much food as they should.

I checked the wiki and many threads about Calabim and haven't found any hint to the reason behind this.

Anyways, it has resulted in me becoming incredibly powerfull, almost unstoppable. My cities are only working mines and still growing...!!

So is this normal or am I missing something?
 
The only food bonus they have is the breeding pit, which is a fixed bonus.

Is it possible you are using sacrifice the weak? This will cause you to use only half as much food for each population, in effect doubling your food. It is very powerful for Calabim. If that is the case, and you like using AV with them, I would bump up the difficulty 1-2 levels, thats what I usually do with Calabim.

Otherwise, if you are not using STW, it probably is a bug.
 
Here you go. I'm not under StW. I'm under basic care, I have OO, nothing else much different it's at the beginning of the game. Notice to the right, I had my cursor over one of the food ressources and it says + :food:.

Anyways I'm missing a lot to get to 15:food: per turn.
bug???

game1.jpg
 
:)
Thats the +1 foodbonus the tile gets.
You will see that with every civ even in vanilla.
 
:)
Thats the +1 foodbonus the tile gets.
You will see that with every civ even in vanilla.

uh... mo it's not? There is no wheat in that city radius. Please explain to me how you get to 15 :food: in that city... I personally count 11:food:.. where does the extra 4 come from?
 
Ok i dont know why you have 15 food instead of 11 but the mouse over hasnt anything to do with it:


Here the same with hippus and normal food.

And here the same with copper from a different city.
The copper shows +1hammer. Thats exactly the amount the copper provides on an unimproved tile.
 
Ok ok I get you, I thought you said it was the reason for the extra food. It was actually one of the posible reasons I could see but this might not be it as you point out.

So still a mystery......
 
Could you mouse-over a 15 food? Does it have some percentage bonus added to it? Say, +40% food from buildings/civics? Unlikely to happen but maybe you have somehow modded your version
 
I could be wrong, but in that screenshot you appear to be producing too much commerce as well. 27 beakers plus 11 gold is 38 commerce. In the picture, I'm only counting 26 plus 6 from trade routes = 32. You don't have any buildings that would modify research or gold, either. Unless you have a bunch of mind mana, I don't see where the extra 6 commerce are coming from o_o

edit: hmm, I guess it's possible. out of curiosity, what civics were you running?
 
Where are all those hammers comming from? Even including the largest possible overflow I get the max to 21...
 
Just a thought but the Large food on the fishing boat, I always thought that represented 5 ie Roman numver V rather than IIIII
 
uh... mo it's not? There is no wheat in that city radius. Please explain to me how you get to 15 :food: in that city... I personally count 11:food:.. where does the extra 4 come from?

I could be wrong, but in that screenshot you appear to be producing too much commerce as well. 27 beakers plus 11 gold is 38 commerce. In the picture, I'm only counting 26 plus 6 from trade routes = 32. You don't have any buildings that would modify research or gold, either. Unless you have a bunch of mind mana, I don't see where the extra 6 commerce are coming from o_o


Where are all those hammers comming from? Even including the largest possible overflow I get the max to 21...
lo l
 
I have feeling this has to do something with governors manor!
BTW its mechanic (gives production from unhappy) isn't working ATM
 
yeah thats exactly it, the city in which I hadn't a governor's manor yet was the only one looking straight!

Sucks.. so the Calabim are broken until bts version is released then :sad: + it was looking to be a hell of a great game.
 
The shields i'm still not getting but it looks like everything that produces at least one food or one gold produces one extra of it. (this includes traderoutes)
 
What civics are you running? No specialists, buildings produce 6 culture/turn and the city overall is getting 10 culture/turn.

Earlier today I started my first Calabim game and before leaving for work had reached the point where I had Governor's Manors in each city. I noticed that I was able to run 80% science and still produce enough surplus money to upgrade units frequently. Frankly, though, my attention was riveted on an upcoming war and I didn't stop to wonder where all that commerce was coming from. When I get home I'll have to check each city in detail. With an active game in progress and nine cities ATM, I should be able to figure out the exact effects of the Governor's Manor.
 
it's not the Governor's Manor, at least not it alone with FFH2 023c. It could be the Manor with some sort of religion/civic combination though... you'd have to be a bit more precise and post what civics were you using.

PS: and if you were in a GA.
 
remember that OO religion gives +2 culture/turn and the temple of the overlords has a +20% culture modifier. also, for the hammers, flauros as a financial leader gets +100% production of the money changer that's being built.
 
also, for the hammers, flauros as a financial leader gets +100% production of the money changer that's being built.
True. So his hammers should be 21 then. That's still not right unless there's some overflow.
 
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