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Cities in Development (Obsolete)

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Thanks guys - that's helpful.

Anyone want to chime in on the banning Slavery as a World Project or not? Kesler suggested that it should be a standard resolution - so that it could be repealed (Kesler confirmed for Ghetsis). I'd already implemented it as a World Project, so I'd like more weight on the latter option before making any changes.



Hm, I dunno. I can throw in a Steel Mill/Bast Furnace into PIT, which can just consume Iron (Horses? :p) for bonuses, but beyond that I don't really know.

To be honest, I was thinking more of a way to make all resources useful, not just outdated ones. I find it really immersion breaking to have so much unused oil or aluminium that can't be traded or used effectively. Perhaps even some sort of simple production boost from having X amount of certain resource? Would give you a reason to have more than the necessary to just keep your military, just like real life. Specially when you have 30+ of them.
 

Well, the existing Projects are all the sort of thing that "Production" is used for, in a similar sense as buildings and units (though of course the game is rather vague and abstract as to what it is that hammers are representing). A slavery ban strikes me as more similar to Nuclear Non-Proliferation - more just an international law enacted by the World Congress, rather than a collaborative project that countries pour resources into, if that makes sense.
 
I imagine it like your civ is devoting production in the sense of legal and diplomatic expertise/delegation into concocting the DHR, sort of how the UN Commission (or whatever it was called) was composed of experts from various nations to draft the DHR. Obviously there's an abstraction of why that needs to take up your entire production queue, but that's this game :p The ICC probably works along the same lines. But the comparison to Nuclear Non-Proliferation resolution is a good point - as that would, in theory, require the same sort of delegation, yet is not a project. I appreciate the explanation, as it gives me something to think about before deciding what to do with it.
 
I think it makes more sense as a resolution - the world is voting on a decision that will affect the world. That's what the other resolutions do, and so it should be what the Ban Slavery resolution should be.
 
I just had a deadly outbreak of TXT_KEY_JFD_PLAGUE_41 in one of my cities and request relief aid from the Emperor and his loyal subjects.
 
Oh please.... It wasn't time and effort that went into, it was the result of sanctions...

Banning slavery hardly makes sense as a project IMO... In many cases(like in the US) it was achieved via war. As Calcul8or said, it was a cultural transformation. Cultural... I'd imagine something to do with culture would make more sense (social policy costs maybe). Putting hammers into ending slavery is kinda... Well, nonsense.
 
I have problem with production managment,when i activate this mod and mod compatabile with EUI,i do things as always,new CBP,new EUI (1.28f).I'm i missing something JFD ? On first turn it's show me that i need 40 turns to build monument,and after few turns (8-10) build it.
 
I have problem with production managment,when i activate this mod and mod compatabile with EUI,i do things as always,new CBP,new EUI (1.28f).I'm i missing something JFD ? On first turn it's show me that i need 40 turns to build monument,and after few turns (8-10) build it.

That's happiness providing its production bonus - the CityPanel shows the correct build time.
 
Gameplay report for 50+ turns:
Happiness is a lot easier to manage since defense need had been lowered. Had a jungle start but only 2-3 plagues empire-wide. Cool new plague icon too :)
 
During my game with Catherine I selected Progress (CBP) as first policy, then Organization that grants "Cities earn +10 Food and Culture when they construct buildings".

But I see that this bonus is earned also when changes the Loyality or Crime, see attached jpg.

Playing with full CP, CiD, RtP, ExCE & Cultural Diversity
 

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