Agreed. Just time your addition of it accordingly.Wow... the amount of gold you get out of it is way more than what it costs to maintain the anti-crime efforts needed to contain that taint.
What Era is Tech Negotiation in? I don't have the tech tree memorized. And if you have a treasury of 10000 gold in late Ancient it is less than it used to be.Reached 10000 gold while researching negotiation. In past versions this has happened around the age of dreadnought ships. Definitely too much gold, otherwise feels just awesome, will keep monitoring how the AI holds together in later game.
Just back in 2017 and early 2018 many players that reached the then Modern Era would have Multiple Millions of Gold in their Treasury. In fact the display of the treasury in the Nain screen had to be changed to accommodate this. Something seems twisted here in your perception and telling of the Too Much Gold thing again. C2C will Never be as austere as AND2. Are you confusing the 2?In past versions this has happened around the age of dreadnought ships.
What gamespeed are you using in that save? 10000 gold isn't really that much, in fact, once you reach later eras you can't afford to hurry most units/buildings if you only have 10k...Reached 10000 gold while researching negotiation. In past versions this has happened around the age of dreadnought ships. Definitely too much gold, otherwise feels just awesome, will keep monitoring how the AI holds together in later game.
Agreed! That's why I'm saying something is off or not being given in details of game set up. In fact in late Ancient Era with a 10000 gold treasury I can burn thru that 10000 in a hurry in upgrading units of all kinds!What gamespeed are you using in that save? 10000 gold isn't really that much, in fact, once you reach later eras you can't afford to hurry most units/buildings if you only have 10k...
What Era is Tech Negotiation in? I don't have the tech tree memorized. And if you have a treasury of 10000 gold in late Ancient it is less than it used to be.
Just back in 2017 and early 2018 many players that reached the then Modern Era would have Multiple Millions of Gold in their Treasury. In fact the display of the treasury in the Nain screen had to be changed to accommodate this. Something seems twisted here in your perception and telling of the Too Much Gold thing again. C2C will Never be as austere as AND2. Are you confusing the 2?
What gamespeed are you using in that save? 10000 gold isn't really that much, in fact, once you reach later eras you can't afford to hurry most units/buildings if you only have 10k...
Agreed! That's why I'm saying something is off or not being given in details of game set up. In fact in late Ancient Era with a 10000 gold treasury I can burn thru that 10000 in a hurry in upgrading units of all kinds!
Is Tajo playing Pit's scenario? Maybe he posted his game set up somewhere and I missed it?
You're kidding right? Above Warlord you should never have enough gold to indiscriminately hurry buildings.What gamespeed are you using in that save? 10000 gold isn't really that much, in fact, once you reach later eras you can't afford to hurry most units/buildings if you only have 10k...
The problem shouldn't really be defined by how much money you have, more like what trade offs you do or don't have to make to get that much money. Like JosEPh said, there are some good money sinks available (upgrades, rushing, trading). The question is if you get that much money without having to make any trade offs. Based on your comments it sounds like this is the case for you. It used to be (can't remember if in this mod, RoM or vanilla) that you had to turn down sci slider a lot if you wanted to expand rapidly or upgrade units fast. To me that doesn't seem like the case any more, but I only have one longer game I played recently for comparison.
You're kidding right? Above Warlord you should never have enough gold to indiscriminately hurry buildings.
In my Aotearoa save in 2015 I was in mid-Modern and still had to ration unit upgrades because there was less excess gold than now. That game was on Deity and had been since Ancient, but even on Prince, if you ever have enough gold to upgrade all your units, (without reducing the slider substantially for more than a few turns, or building wealth for a while in multiple cities, or similar opportunity-costly revenue-raising) you have too much gold.Agreed! That's why I'm saying something is off or not being given in details of game set up. In fact in late Ancient Era with a 10000 gold treasury I can burn thru that 10000 in a hurry in upgrading units of all kinds!
Is Tajo playing Pit's scenario? Maybe he posted his game set up somewhere and I missed it?
This option was probably renamed - its upscaled construction and unit cost.Upscaled unit costs option is now gone.
Looks like there is no reason to not set maintenance costs to 200% (or just 100%) in all world size infos.In my Aotearoa save in 2015 I was in mid-Modern and still had to ration unit upgrades because there was less excess gold than now. That game was on Deity and had been since Ancient, but even on Prince, if you ever have enough gold to upgrade all your units, (without reducing the slider substantially for more than a few turns, or building wealth for a while in multiple cities, or similar opportunity-costly revenue-raising) you have too much gold.
<iDistanceMaintenancePercent>50</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>50</iNumCitiesMaintenancePercent>
<iColonyMaintenancePercent>80</iColonyMaintenancePercent>
<iMaxNumCitiesMaintenance>100</iMaxNumCitiesMaintenance>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iColonyMaintenancePercent>100</iColonyMaintenancePercent>
<iCorporationMaintenancePercent>100</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iMaxNumCitiesMaintenance>200</iMaxNumCitiesMaintenance>
<iMaxColonyMaintenance>400</iMaxColonyMaintenance>
<iDistanceMaintenancePercent>200</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>200</iNumCitiesMaintenancePercent>
<iColonyMaintenancePercent>200</iColonyMaintenancePercent>
<iCorporationMaintenancePercent>200</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>200</iCivicUpkeepPercent>
You got it wrong. I never said so.You're kidding right? Above Warlord you should never have enough gold to indiscriminately hurry buildings.
You got it wrong. I never said so.
There is a difference between being able to indiscriminately hurry buildings (inflation aside), and not being able to hurry buildings, at all.
10k isn't a lot of money in marathon, let alone once you can build dreadnoughts.
once you reach later eras you can't afford to hurry most units/buildings if you only have 10k...
The better option is to increase MAX_DISTANCE_CITY_MAINTENANCE, it is currently at 10.Looks like there is no reason to not set maintenance costs to 200% (or just 100%) in all world size infos.
Would be setting those to 100% good idea?
This would be good incentive to build all buildings - especially gold producers.
Alternatively if you don't want to tax AI, you could change those in handicap infos - only players would be affected for those.
Whatever dude, I am not going to get into an argument with you over linguistics, no need to be pedant.I can only reply to what you said, not to what you later revise it to.
The "pedantry" of being logical and consistent is actually a 'sine qua non' of rational discussion. You should try it sometime (instead of childish name-calling).Whatever dude, I am not going to get into an argument with you over linguistics, no need to be pedant.
Just because you posted them earlier does not mean that I remember your posting. That is why I said what I said.No, just a regular game and I have posted you the details. I also noticed that upscaled unit costs option was missing from the start. Would be more useful than ever.
Not really.@JosEPh_II all three are same for all sizes in worldsizeinfo.
Would be setting those to 100% good idea?
Which one is this? And where?The better option is to increase MAX_DISTANCE_CITY_MAINTENANCE, it is currently at 10.