Tourism was removed from prehistoric because it had no anti-crime units at the time.
If you stacked prehistoric tourism wonders in the same city the crime from tourism levels became so high you could get major Rev trouble. And without anti-crime units there was no way to compensate for the high crime numbers.
However there are now anti-crime units in prehistoric. Which means the original reason to remove tourism from prehistoric has vanished. So prehistoric tourism can be put back again now.
Actually it was not removed but the way it was introduced and built up was. Also the Heavy amounts of crime associated with it were scaled per tourism level. All levels of Tourism do not give +10 Crime any more. That was insane.
Hmmh I think he just dislikes exposing base design shortcomings (because no better alternatives are existing now) and theoretical discussions.
No you actually do give me a headache when I read your posts. And you are Very prolific in your post making.
And Joe has angryism
Joe, can you give us some more details about what the latest SVN actually does? I'd just like to know what I should be on the lookout for. Earlier disease starts, or that they just don't obsolete? Stuff like that...
Trouble is I think I turned on the under development epidemic spread disease thing in my last game and that's it's on by default in my current game, because I haven't even seeing the common cold yet. I've decided to ignore it for now and wait and see what happens with it as I advance through the ages, but is there maybe some way I can switch it back to the standard in game?
I have
ism. Which in turn produces less patience, which then produces headaches. And poor Raxo is The Top Headache giver on the Forum right now. Sorry Raxo. And I have asked multiple time fro you to slow down ie. "cool your jets", please.
Yes with the Outbreaks and Afflictions Option On you have completely disabled Disease property. Because the O&A Option is too incomplete to be used. I think T-brd has actually hidden the Option now with any New game started with latest SVN.
There are 16 Individual Diseases. All have Disease entry levels. These levels are when the Disease counter reaches a specific level And the Disease is available by it's prereqTech and/or Pest condition it will be activated. Only Common Cold has no PrereqTech. It's entry level is +25 disease. Com Cold gives -1
or 1
and also gives 1
or unhappiness. Com Cold does not affect Food, Production or Gold.
The next is at +75 disease and that is Scurvy which enters the game Now at Naturopathy tech. It gives 1
and 2
plus -1% to
and -2%
base values.
The rest of the Individual Diseases are scaled from here. With Plague being the worst and it's entry level is +900 Disease and the Tech Sedentary Lifestyle. It gives 10
, 10
, -10%
, -12%
, and -12%
. Yield modifiers are applied to the Base value of all 3 categories;
.
I kept these levels low because they are cumulative , the Higher the Disease level which increases the number of Diseases introduced makes this so. If you have every Disease active with all conditions met (several Pest levels need to be activated which is tied to City Pop levels) your total -% for
can reach -75% of your Base
value. Total % of
can reach -97%
Base level. And Gold (which is more tricky) can reach -70%. But you will probably never see this big of a drop because
relies on much more than
, trades, Civics, etc.
So as I stated in a previous post actual game play from new games and somewhat from older save games will help in determining if these levels (% penalties) are too light, too heavy, or just right. I can not run enough games myself to say what is the Precise %'s needed. And Raxo you endgame save is really rather skewed for giving any reliable feedback. You had No AI, so your input is skewed accordingly. You need to play a normal game at what ever Handicap, GS, Options used to give reliable feedback Please.
Hope this helps you understand better Septimius. I'm sure I left out something else.
.