Septimius
Warlord
@Septimius : France sold AT guns in the beginning of 1940. Make of that what you want.
But they didn't sell the men operating them. Concerning C2C, selling guns, is basically just the resource trading system.
@Septimius : France sold AT guns in the beginning of 1940. Make of that what you want.
Revolutions. If you're playing with the No Revolutions game, then it's actually neat to hear that it's possible to cause such city revolts in the manner in which it was meant to be possible. A confirmation of design that I've not received yet. Maybe when I experience it for myself, I'll feel the need to rebalance a bit but it also sounds like the AI is responding as it should to such threats where it can. It sounds like they also need to attack the root of the problem and not just the symptoms, getting some real culture growth into their borderlands to help counter the cultural attack.The AI actually taught me that policemen are excellent for quelling revolts, as they reduce revolt risk seriously. But f.ex. my mastodon of a neighbour Brazil, took a city in the middle of enemy culture (his warlike ways had turned the land to his side, so it wasn't too bad) and then placed FIFTY policemen in a city size 8... Maybe that was what was required, but it certainly seemed excessive
What's Rev?
Deer, Giraffes, Zebras and Llamas are not "special". Zebras are identical to horses. Giraffes and Deer only have 2-3 weak units. Llamas are week versions of horses with the ability to go through mountains. Most were only included because there was graphics for them.I'd like the trainers to move over to group wonders which would also have the effect of reducing costs to x6 as a rule as well. They ARE quite powerful though and certainly not the thing you want the civs of the world to get more than one of each... they are far better off differentiating player capabilities than something you can collect multiple amounts of.
It's good to discuss this of course.Deer, Giraffes, Zebras and Llamas are not "special". Zebras are identical to horses. Giraffes and Deer only have 2-3 weak units. Llamas are week versions of horses with the ability to go through mountains. Most were only included because there was graphics for them.
The original idea for Zebras and later for Llamas was that if you built either of these then you would loose all access to horses as well. Then more horse units were added.
If you are going to change things up then I would suggest that the extra horse units be created for Zebras and Llamas. They be made Group wonders and you loose access to horses if you build them.
Giraffe and Deer are more auxiliary style units. Perhaps they should be moved to a Culture or a National Wonder.
In my games I tend to go for and use Bison. I used to like Rhinos but lately I have not been building them.
Um... interesting audio.
Your game dates will be off because this game of yours was started before we changed the Start date to 200,000BC. Previously (v37) it was 50,000BC.I noticed that when I ran one of the recent SVN updates, my game age clock now reads 151734 AD and some old technologies had to be rediscovered again. Also, for some reason Town Watch can be built in the same city unlimited times. This happen with any of you guys? (My crime rate was completely fixed finally.)
I like it. I've seen some similar things, like the safety national wonders, which are much like what you're talking about. Would you group those in as infrastructure wonders or would you consider them something different and why? Categorizing and using standard practices to achieve certain goals and more easily convey the purpose to the player is not a bad idea.The National Wonder, Fertility Festival, was supposed to replace the need for the Fertility Dance, in all cities. It isn't. A bit of code is missing. Therefore I am going to do a slight change to these buildings and get it working again.
Thus build the national wonder and all new cities will have the effect of the dance without needing any dance buildings. This style of NW is called an infrastructure wonder.
- The National Wonder will require 3 of the Fertility Dance buildings in your nation including one in the city that will build the wonder.
- The Effect building from the wonder will be the same as the Fertility Dance building with a slight bonus to population growth currently represented as a 5% storage after growth.
- The Fertility Dance building will replaced by the Effect building.
The Strategic Grain Reserve is another.I like it. I've seen some similar things, like the safety national wonders, which are much like what you're talking about. Would you group those in as infrastructure wonders or would you consider them something different and why? Categorizing and using standard practices to achieve certain goals and more easily convey the purpose to the player is not a bad idea.
For that matter, what would we call wonders that, when built in the same city, trigger a free bonus building or wonder? I think that deserves a term. I suggest 'Set Wonders'.
Not all of these necessarily deserve splitting out into their own pedia categories but at least for the sake of discussion, the terms can be helpful to have established.
I was thinking the same thing but had just tested it the other way. I can still change it.As for the Fertility Dance Effects, the bonus to growth... do we have a tag for 'needing % less food to grow'? I know it's a minor distinction but it's nicer to think of anything that would influence birth rate as influencing how much food is needed and anything that influences food storage as using the tag you referred to, %storage after growth. We should always be able to increase the base amount of food needed if it's getting too little or too high game-wide. I think the main thing is that both need to be used because if we get too much on either tag we have the chance of hitting a modifier amount that leads to infinite growth every round.
Just an opinion.
By all means adjust as you see fit. I simply ask that you leave notes on these changes on the pricing documents as to why they were adjusted.Btw, I just discovered that you reduced the cost of the cathedral level buildings for the Shaman and Druid religions. This is probably wrong as they are as strong as National Wonders at least but are not limited to one in your nation. You can have 1 cathedral_1 per 4 monastery buildings and one cathedral_2 for 4 cathedral_1 buildings. It is only those two religions that are like that.
Similarly the Taxonomy Myths appear a bit cheap at the moment but I am not sure on this.
Completely agree. There are far too many available education sources from all this at the moment and I have been a little too baffled by the Myth/Story/Stories structure to suggest such a change but having looked closer, I think that's a fantastic idea (and perhaps outright necessary.)On another topic: It was suggested in another discussion that each animal have a Myth only but that the taxonomy sets have Myth, Story and Stories, since given the number of animals in game it is far to easy to get a high education value. It would be a lot of work to change but would make adding new ones easier. What do you think?
There is an iGrowthPercent tag but it is not reported in the pedia and I have no idea what it does as no other building uses it. It is probably the same as for the Civics so I will need to look at those to see if the number needs to be positive or negative.As for the Fertility Dance Effects, the bonus to growth... do we have a tag for 'needing % less food to grow'? I know it's a minor distinction but it's nicer to think of anything that would influence birth rate as influencing how much food is needed and anything that influences food storage as using the tag you referred to, %storage after growth. We should always be able to increase the base amount of food needed if it's getting too little or too high game-wide. I think the main thing is that both need to be used because if we get too much on either tag we have the chance of hitting a modifier amount that leads to infinite growth every round.
Just an opinion.
So what tech does it need to find a tree in a forest? In most cases the tech needed for the various buildings occur way before the religion tech itself. For Druidism and Shamanism a sacred natural place and Oral Tradition is enough for example. For the sedentary religions you need buildings but for the nomadic ones the "priest" just needs what they find plus what they carry.In many cases you never gave the buildings that were listed as Monastery II type or Cathedral II type or Temple II type a technology prerequisite. So in many cases, the prerequisite was defined as the religion for purposes of costing. The easiest way to find a seriously honest cause to retarget the cost of some of these buildings would be to find an appropriate tech prerequisite for them and to move them to those techs as the defining prereq. These were difficult to work with and I hoped you'd note that some disparity existed there that could be audited and given some definition for the cause for new costs.
It's possible buildings don't have a local tag that is fully programmed out that would create the effect. There IS a national tag that should work for civics and traits.There is an iGrowthPercent tag but it is not reported in the pedia and I have no idea what it does as no other building uses it. It is probably the same as for the Civics so I will need to look at those to see if the number needs to be positive or negative.
Which is perhaps why they shouldn't be given more cost just because they are more effective. An extremely beneficial iCost to benefit ratio would make them even more desireable and if you're saying that they shouldn't take much effort or technological refinement (which Civ does count complexity of religious ritual and theory as a technological degree of refinement) to construct then perhaps these heavily beneficial buildings SHOULD be unusually cheap eh? Otherwise, I'd ask you to define what makes them expensive to build and we'll add that to the list of considerations we've made for future rounds of building cost adjustments. The trick is to figure out how we can make the establishment of a cost completely measurably procedural for those who would add to the mod in the future, including ourselves. Gut calls are fun but lead to a lot of chaotic cost assignments over time.So what tech does it need to find a tree in a forest? In most cases the tech needed for the various buildings occur way before the religion tech itself. For Druidism and Shamanism a sacred natural place and Oral Tradition is enough for example. For the sedentary religions you need buildings but for the nomadic ones the "priest" just needs what they find plus what they carry.
????@strategyonly
What do you think about the new picture seen in the audio options?
I couldn't find a way to use it in the launch splash screen as you wanted but at least it's in game now. ^^
You posted the picture (that I recently placed in the Audio Options) in this post.????