pineappledan
Deity
reverted to 2D leaderscreen
why?reverted to 2D leaderscreen
This is just awesome!Look at Iska's Khmer's 3D leaderscreen:
Credit to aa0905766k
UI - Prang
Unique Great Person Tile Improvement built by Royal Tromeak
Must be built Adjacent to a city.
Connects Strategic and Luxury Resources to your trade network
Does not remove Features.
+4, +1, +1, +1
+1 from Shrine, Temple, and Grand Temple in Nearby City
+1 from Granary, Aqueduct, and Grocer in Nearby City
+2 if City has a World Wonder
+2 if city has a Factory
+1 for every 3 population in City
+5%Production towards Wonders in City working a Prang
+10% Hurry Production boost for Great Engineers
Oh, well that explains thatIt’s the Kasbah bug replicated here. CitySide build requirement got reversed with the latest patch; illteroi has fixed it for next hotfix
i scrapped the unit supply cap idea. It wasn’t a worthwhile or interesting bonus and supply isn’t a problem in the early game. There’s the fringe benefit that you could keep Chivopol active in medieval/renaissance as workers that can defend themselves and contribute to military strength in a small way, improving tribute and Diplo checks, but you should be phasing them out in those eras to prep for the industrial era anyways.I don't think the "unit doesn't cost supply" part of the "rice farmer" promotion works as intended. I played this civ a month ago, and remembered clearly being on the supply cap while having almost only Chivopols in my army. Do you want me to do some tests on the matter, or is the problem easily identifiable ?
I want to check the temperature on changing the prang/UGPTI to make it build able anywhere. I liked the idea that the prangs would circle a city and function like districts, expanding the city’s ring to emphasize the size and grandeur of the Angkor city planning, but I noticed the AI isn’t ringing their cities with them like I hoped. I think the AI doesn’t want to overwrite existing improvements. So maybe it would be better off if they behaved like any other GPTI without placement limitations?
aside from the flavor, I also wanted to cap how many prang could be around a single city. with major bonuses to and , and with a direct / scaler, the potential to put them all together on your largest city is incredible, so that's another consideration.Well, aside from its place as a unique GE improvement, the Prang is basically a deluxe Kasbah, so I would understand reworking it a bit. However, simply allowing it to be placed elsewhere wouldn't add much : most UTI are either locked behind terrain (ex. : château, kasbah, terrace farm) or by the utility you want to obtain from them (hacienda, oppidum), but an unrestricted prang would only be similar to a manufactory with more diverse yields (sry for the armchair critic here).
I am guessing this has to do with worker AI vs GEngineer AI... Not sure.Do you have ideas on how to make the Prang more interesting as an unrestricted GPTI, or is your problem only linked to AI behavior, and in that case why not look at why the AI can build Kasbah, but not Prang ?
I want to check the temperature on changing the prang/UGPTI to make it build able anywhere. I liked the idea that the prangs would circle a city and function like districts, expanding the city’s ring to emphasize the size and grandeur of the Angkor city planning, but I noticed the AI isn’t ringing their cities with them like I hoped. I think the AI doesn’t want to overwrite existing improvements. So maybe it would be better off if they behaved like any other GPTI without placement limitations?
That would be identical to the Israelite Kibbutz tho...Well as a suggestion. Maybe bonuses for neighbouring Great Tile Improvements. So instead of a complex around a city, it is instead a temple/Town/Academy Complex.
That would be identical to the Israelite Kibbutz tho...
I’m halfway to talking myself back out of this. The way that the Prang scales solely through infrastructure and population is a very unique feature, but it ties the improvement tightly to a city, thematically, so I like tying it geographically as well. there must be a way to convince the AI that replacing tiles adjacent to a city is something it should do. Could just be a matter of cranking the flavours on prangs super-high
I’m halfway to talking myself back out of this. The way that the Prang scales solely through infrastructure and population is a very unique feature, but it ties the improvement tightly to a city, thematically, so I like tying it geographically as well. there must be a way to convince the AI that replacing tiles adjacent to a city is something it should do. Could just be a matter of cranking the flavours on prangs super-high