charlesb96
King
New event. Government recall of a General for fear of popular rebellion, and the other side a General rebels, going barbarian with all troops within his control range.
Can I ask for putting some instructions, about how to use building lists into Civilopedia? Or am I an only dummy, who can't find out, how to install a list in a city on her own?
DRJ calmed, he can use it. Or he was just theorizing?I have never been successful at using it even when I followed the instructions provided when it was first introduced.
Your proposal is exactly the solution I am working towards. I've been a little side-tracked from that with unit/promo stuff but I'll get back around to it. It's still very high priority for me. I requested buildings be categorized and the list got done but its rapidly made out of date by new buildings since. Still, it's a good head start. Now I need to create the category mechanism and I did a little work on it but the way I went about it the first time failed due to the exe limitations. Now I have another plan that will add the ability to generically categorize any game objects. Shouldn't be a task too far off.Leader traits get a very long list when all buildings that it speeds up the production of is listed.
Proposal: Group buildings into types so that e.g. agricutural trait could just say:
-Double production speed of agricultural buildings
-50% faster production of storage buildings
Agricultural buildings would be potato farm, date plantation, and horse farm and so on. Storage building would be storage pit, icehouse, and granary and so on. Buildings should then list it's type under it's name.
This would greatly reduce the trait list size, and it might be good to rethink what buildings each trait speeds up the production of, considering the massive amount of new buildings in this mod.
DRJ calmed, he can use it. Or he was just theorizing?
Your proposal is exactly the solution I am working towards. I've been a little side-tracked from that with unit/promo stuff but I'll get back around to it.
Why speeds doesn't have round number of turns, but they are like that:
Blitz - 618
Quick - 996
Normal - 1001
Epic - 1982
Marathon - 3060
Snail - 4980
Eons - 9564
Eternity - 14305
Also what is standard speed now?
(also quick and normal have almost same amount of turns)
Blitz and Quick are not supported and may be removed. Marathon or slower are recommended with snail being the target speed for balancing.
Well, I actually started new game to check out amount of turns in each speed.I found this curious too -- is this a correct calculation that quick and normal are only 5 turns difference?
I agree, i think WE finally need to get rid of these.
Routes should cost more in the later game.
For example:
Rails 1000
Highway 1000
Electric Highway 1200 ; also increase movement from 13 to 20.
Maglev 5000 , also increase movement to 50.
Jumplane: 25000 , increase movement to 100.
Tunnels should also costs more, like 50.000
I think I saw a mod that had "+1 Movement on Roads" when Motorized Transport was researched. Is this possible in C2C?
Also, most of the Improvements should have their building costs increased. IMHO, you should really have to consider if you want to build the new high end Maglev or stick to electrical Railroads till you can effort maglevs more easy.
That is highly difficulty level dependent. My current game is on noble and I swim in money. But on higher levels money can already be a problem.
I always play deity and I swimm in money too. (Mainly because it's so easy to grab almost all religions). I play on slower speeds usually, snail and even slower, if this makes a difference.
I'm also swimming in money on deity, but in my case it's due to a try-to-have-good-relations-and-emphasize trade approach. Basically by the time I reach industrial I usually have all the AIs at 'pleased' or better with me, and all the trade amplifiers I can lay my hands on. Currently this strategy work a bit too well.
I know that trading tech for money eliminates almost all money problems starting at the time you can trade money and techs. But how do you manage to emphasize with all AI? In Industrial Age, almost all of the other civs hate me, 1 or 2 love me at most. And there are mostly a handfull of runaway civs (all warmongers) and several 1 City nations that have a city on an island and are (were) therefore unattackable.