City Development

I am not really sure if it needs fixing. It already does the job tomice is asking for but in a different way. It is in effect a +1 prod engineer with no food cost at 2 gpt maint. In a production poor city that can amount to tripling hammers on the first citizen at incredibly early tech levels.
 
Waterwheel says it gives +1 gold on wheat resource, but it doesn't actually seem to do so.

Spoiler :

wheat.jpg
 
All 3 tiles I circled were wheat, 2 are being worked and have gold for river adjacency.
Working the unworked tile doesn't give any gold.

However, I just noticed that promotion conversions (ranged -> melee) when my chariots become knights weren't working as normal.

So maybe something is broken in the lua file or something and some files didn't "install" properly in the version I have?

Someone else should check and see if they can replicate.
 
Thanks for pointing out the error, I found and fixed a typo in BCD - Production.xml.

Turns out the promotion conversion issue was due to merging the files. I missed copying over the reference to UP - General.lua, should be fixed in the next beta version.
 
Hi Thal,

first I want to thank you for your mods. I don't know if this was mentioned before but I observed something regarding the start positions.

I played two games with the PlayWithMe 0.5 mod and one with your mods. With the former mod I always had a rich start with many food and luxury resources (usually 2-3 of both). With your mod I started about 10 games and the start position was every time relatively scarce. One or sometimes two food and one or two different luxuries.

So my question if this is your intension (or alpacas)? As this seemed mostly about city development I put it here.
 
This sounds more like a change for PlayWithMe. Balance combined seems to give me the same luxury/food resource distributions in vanilla, which I think is fine.

What mapscript and options are you using, btw? Some of the ones that particularly mess with resource scripts may have interactions with mod tweaks?
 
@mindbreaker
Glad to see you're trying out our mods, hope you're having fun! Alpaca and I share a lot of common ideas. :)

Distribution of food and luxury resources is unchanged from vanilla in my balance mods, so any changes to that were likely things Alpaca's trying out (or just random good/bad luck).

I buffed these resources through a different method: buildings like the Granary now improve the yield of food resources, and in the next public version there will be buffs like this for most luxuries too.
 
Hi Thal,

first I want to thank you for your mods. I don't know if this was mentioned before but I observed something regarding the start positions.

I played two games with the PlayWithMe 0.5 mod and one with your mods. With the former mod I always had a rich start with many food and luxury resources (usually 2-3 of both). With your mod I started about 10 games and the start position was every time relatively scarce. One or sometimes two food and one or two different luxuries.

So my question if this is your intension (or alpacas)? As this seemed mostly about city development I put it here.
Yeah that's my responsibility. The reason for that change was that bonus resources are quite powerful in PWM and the difference between a civ that has one or two to a civ that has none is huge. So you're guaranteed at least one and often get two, sometimes three. I didn't change luxury distribution, though
 
Luxuries can be very unpredictable. I've had some start locations with a half dozen in the capital's first three rings... and others with only 1 luxury in ten tiles. It depends a lot on the quality of terrain, strategic resources in the area, and proximity of neighbors. I think they did a relatively good job with luxury balance in the game.
 
I just finished a game as Russia on Immortal with v25, WWGD and FR.

My science peaked at 1666 bpt, with a pop of 10.7M in 8 cities (7 original, 1 annexed), around turn 300. I'm a builder, and had maybe four turns combined when I had nothing I wanted to build. So that would be a good thing, in that I had choice. I wound up building every science building in all my cities, three nuclear plants in my SS cities, and monasteries where possible. Only one theater, and no watermills.
 
One thing that bugs me is the current state of the aqueduct-hospital-medical lab buildingchain. While they are mathematically balanced in terms of growth-increase, the time they are unlocked is not taken into account. Hospitals will have less effect than aqueducts simply because they come at a time when most of your core cities are already developed and when you get one up in a new city (after aqueduct and more important infrastructure) the city will already have grown quite a bit.
The medical lab is even worse, since there are no food-boosts anywhere this late in the tech tree to take advantage of (aqueducts have civil service, hospitals have fertilizer). My suggestion would be to increase the hospital effect (maybe 40% too) and give a new, more direct effect to the medical lab, like population increase in all cities (similar to the hanging gardens, but with increasing costs for number of cities, if needed for balance).
 
One thing that bugs me is the current state of the aqueduct-hospital-medical lab buildingchain. While they are mathematically balanced in terms of growth-increase, the time they are unlocked is not taken into account. Hospitals will have less effect than aqueducts simply because they come at a time when most of your core cities are already developed and when you get one up in a new city (after aqueduct and more important infrastructure) the city will already have grown quite a bit.
The medical lab is even worse, since there are no food-boosts anywhere this late in the tech tree to take advantage of (aqueducts have civil service, hospitals have fertilizer). My suggestion would be to increase the hospital effect (maybe 40% too) and give a new, more direct effect to the medical lab, like population increase in all cities (similar to the hanging gardens, but with increasing costs for number of cities, if needed for balance).

Unless there's a need to have super-cities (the ones with all these pop improvements) grow faster late in the game - in other words, that their rate of growth is problematic - then I don't see the point. I see these improvements as a way for those super-cities to have any noticeable growth at all, given how gigantic they already are. From my own experience, they already serve that purpose. And smaller cities don't need all of them, not to mention that they probably can't afford them.
 
One thing that bugs me is the current state of the aqueduct-hospital-medical lab buildingchain. While they are mathematically balanced in terms of growth-increase, the time they are unlocked is not taken into account. Hospitals will have less effect than aqueducts simply because they come at a time when most of your core cities are already developed and when you get one up in a new city (after aqueduct and more important infrastructure) the city will already have grown quite a bit.
The medical lab is even worse, since there are no food-boosts anywhere this late in the tech tree to take advantage of (aqueducts have civil service, hospitals have fertilizer). My suggestion would be to increase the hospital effect (maybe 40% too) and give a new, more direct effect to the medical lab, like population increase in all cities (similar to the hanging gardens, but with increasing costs for number of cities, if needed for balance).

so i know you (thal) dont want to stray too far from vanilla but i always enjoyed the health mechanic from civ4. If you reimplemented that i think you could find that a lot of buildings that have marginal use now (hospitals, medial labs) could have a use again.

Again i know this would be a huge change so i doubt it would be worth doing, but just a thought i had that i figured i would share.
 
A question about
Unofficial Patch v31
* Removed (included in patch 1.0.1.135):
o Angkor Wat affects all cities.
Does Angkor Wat effect only the city it is built in now? If yes, the description still says the opposite.
 
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