The Wanderer doesn't seem to be limited. iMaxPlayerInstances is at -1 (in the SVN version).breaks games where you don't have Unlimited National Units on. National units must obsolete when the new unit comes along.
The Wanderer doesn't seem to be limited. iMaxPlayerInstances is at -1 (in the SVN version).breaks games where you don't have Unlimited National Units on. National units must obsolete when the new unit comes along.
Chasers aren't replacements for Wanderers because wanderers are both a hunter and recon unit, though they technically are a recon that can attack. The game isn't ready to have you lose access to being able to train a unit that doesn't get bad results from goodies because the next level of recon isn't yet introduced.5) breaks games where you don't have Unlimited National Units on. National units must obsolete when the new unit comes along. The alternative is to have two units definitions for each national unit one for normal play and another for when the Unlimited National Units option is on
Not sure why there should be. They fulfill the same role as a domesticated elephant creature. I'm talking about the herd building, not an improvement.6) Indian or African elephants? In theory there should be one herd for each type of unit.
Holy **** is that an April fools joke video?
That's how it started but they actually added it in the september update.Holy **** is that an April fools joke video?
Ok not a bug. Used ctrl-Z (it's not my city) to find 93% insidiousness from crime autobuilds alone. City has crime above 3000, and the owner AI doesn't seem to care.Most likely due to a lot of crime autobuildings being present due to high crime. You usually need to get on top of crime levels before you can start expecting investigations to be successful, which is part of the barb of the whole thing.
Its on the list of things to do, but it won't be done for v40, there isn't enough time. It isn't something that needs to be done for a specific release anyway, once we make one we can repackage the existing releases to use it.Before release v40, make a installer. This help to make new players test this mod
The investigation check is calculated from:Ok not a bug. Used ctrl-Z (it's not my city) to find 93% insidiousness from crime autobuilds alone. City has crime above 3000, and the owner AI doesn't seem to care.
So investigation is not cumulative between all LEs present (just as insidiousness thankfully isn't - there are 7 criminals there, all getting that bonus)? So an individual LE would need more than 30% investigation to have any chance of success? Is that right?
They are supposed to only be worthwhile in small cities.Is it just me or are Military Captives pretty much worthless now (I'm talking about post-slavery)? 72 bread might be 0.1% (1/1000) of a pop growth for a typical city. As for production, a size 50 city gets 1000 hammers. Typical industrial buildings eg. factories cost 3-6 times that. I have to confess I haven't been in Industrial for quite a while, so I don't know how much production towards buildings a size 50 city has in that era. Which is quite important since the most important metric of the captive is how many turns he shaves off. Perhaps someone will contribute that datum. I can vaguely remember back to Modern, and since then the captive's contribution has been less than a turn. Now in early Nanotech, cities regularly have 10000+ hammers towards buildings, while rarely (10%ish) being size 50+ (on Deity).
The main contributing factors are that captives were nerfed to balance them with cities, when city growth was out of control. Then city growth was nerfed, so I suggest captives need rebalancing once again. I hope the bread amount can also be increased, although it may never be worthwhile in any but the smallest cities.
How many small cities actually exist in that era though? Not making an argument, just a point of consideration.They are supposed to only be worthwhile in small cities.
Firstly, slavery should be over when the player (or their civ) says so, and not before. However, that's an argument for another time, because I already said this is post-slavery.By that era slavery should be over as a state run thing. Serfdom should be over also and indentured servitude on the way out. At that point they should be almost entirely about diplomacy on the world stage. They should be Prisoners of War not Captives.
Same thing really. Nothing to distinguish the 2. However, at some point, perhaps leaving them as nearly useless but giving you a mission option to give them back for some diplomatic bonus might be worthwhile, though I don't think our diplo system is nearly granular enough. Might be something you can do to reduce your own war weariness a little, by showing your people you are merciful to your foes. Maybe. Maybe you could get a mission that could have some random potential for deriving some espionage from the nation they came from - assuming we can somehow track the nation they came from... we might not at the moment. I thought I did make them recall that somehow.By that era slavery should be over as a state run thing. Serfdom should be over also and indentured servitude on the way out. At that point they should be almost entirely about diplomacy on the world stage. They should be Prisoners of War not Captives.