<Nexus>
Traveler of the Multiverse
Save file please
Save file please
I see it as a matter of each new growth of a new resident being more and more expensive as food - I think the scalarity of cost growth is abnormally overstated.
Wow! I don't know what's causing it.first edirne revoilted and have 240 synths , and when you skip the turn, next will be ulm on far north, and revolt in the same way, with 240 synths in city
I don't really see any real issues here. At least not an urgent one at the moment.Hello
I would like to suggest a more correct display of population growth. In the game in the beginning there is a sharp increase in the number of inhabitants of the land, however, as the game progresses the rate continuously slows down. In reality it was exactly the opposite. Before learning the technology of antiquity, population growth was very weak; before learning the technology of The New Age , growth was weak. That is, population growth was constantly accelerating.
The problem seems to me to be with the early cities. The question is how many moves it takes for the population to double, to grow 100%. Admittedly, in your fashion with ancient technology the population grows in fewer moves from 1 to 2 than in your fashion with The New Age technology from 10 to 20. Gameplay-wise, this is an unhistorical situation. It was exactly the opposite situation - it took longer to go from 1 to 2 than from 10 to 20.
Even witchcraft with the "date step" does not really help, it is still well seen that we are dealing with a decaying since antiquity growth and not an explosive as in reality
And at the same time, such a formulation of the issue takes away from the game a fundamental problem of overpopulation of the land and the lack of tiles with food for the free growth of all nations.
I see it as a matter of each new growth of a new resident being more and more expensive as food - I think the scalarity of cost growth is abnormally overstated.
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How to sayfirst edirne revoilted and have 240 synths , and when you skip the turn, next will be ulm on far north, and revolt in the same way, with 240 synths in city
uh, global city growth modifier? another +100% to city grow globally, with reduction -20% per era?
or more simple - replace value of civics who have "+100% to city growth" and change it on "+500% to city growth"
other option is reduce number of food per tile and add buildings who give boosts to food in indrustal era (+1to farm tile)
Okay, it's up to you. It just seemed to me that the current system is inaccurate.I don't really see any real issues here. At least not an urgent one at the moment.
Don't get me wrong: I really appreciate your feedback. But I don't see this as a problem. I understand what you are saying and I believe that Civ4 was created with that in mind from the beginning. See this thread:Okay, it's up to you. It just seemed to me that the current system is inaccurate.
Wow! I don't know what's causing it.
Are you sure that it happens only if the other civ has Hive civic?
I'm considering this:
- Make archery units volley attack much less efficient.
- Make siege units (catapult, cannon, etc) more expensive and/or weaker on normal/melee attack.
Did you test it?I would suggest paying special attention to the file CIV4CommerceInfo , where the AI spelled irrational waste of funds and especially on the graph
<iAIWeightPercent>
<iAIWeightPercent>100</iAIWeightPercent> gold
<iAIWeightPercent>125</iAIWeightPercent> science
<iAIWeightPercent>10</iAIWeightPercent> culture
<iAIWeightPercent>10</iAIWeightPercent> espionage
So about 10% of the AI's potential is spent on garbage!
Also I want to note the overflow on science, this prevents you from expansion and war, which are much more profitable than science (as in reality)
<iAIWeightPercent>100</iAIWeightPercent> gold
<iAIWeightPercent>100</iAIWeightPercent> science
<iAIWeightPercent>0</iAIWeightPercent> culture
<iAIWeightPercent>0</iAIWeightPercent> espionage
It's certainly some dll thing that I cannot solve.https://www.sendspace.com/file/lffd92
first edirne revoilted and have 240 synths , and when you skip the turn, next will be ulm on far north, and revolt in the same way, with 240 synths in city
Did you test it?
My experience is that the AI is accumulating huge amounts of gold that it's not using.
you can turn off revolutions in main menu, when start the new gameCancel these silly rebellions against all odds with asymmetric measures like this
I cannot open your saveHey Nexus,
I was playing a random game today, and noticed that HRE has ~11 million gold from maybe 4-5 cities at 200AD. Seems a bit odd, maybe a bug somewhere that's feeding him near-infinite gold?
Save file attached.
Oh, the diplo screen is misleading. Look:About the money - can you attach screenshots? Through diplomacy you can see the gold reserve and income per turn. How many I play, there is almost always a reserve of less than 200-300 and income is less than 10 - all goes to war, expansion, science, etc.
It's smart because... err... the original creator gave this name to it?Separately, I want to say something about your clever card generator SmartMap
What's so smart about it? Doesn't it bother you that the equator is dominated by an absurd mosaic of jungle and sand cells?