[MOD] coming back after some months and its great

@KaTiON_PT Did these guys get included in a recosting recently?
Maybe those units are cheapened by some buildings?
That is some military units are cheaper if you have resources or if you have certain buildings.
 
They were.
Did the amount of production/food they give get adjusted when they were recost? I kinda thought it might've been if I recall correctly.

Maybe those units are cheapened by some buildings?
That is some military units are cheaper if you have resources or if you have certain buildings.
I've made it so that merchants can only be made cheaper by a direct unitcombat effect on merchants only, not to say that hasn't been applied - I think there MIGHT be one place where such a modifier exists - possibly through a trait. If that's the reason for this then maybe I need to remove that modifier on that trait. If its from a building somewhere, we might need to rethink that too.

Come to think of it, that's probably whats happening here and unfortunately, it's too strong a loophole I think. The trait enabling it is probably ok to just have the modifier be removed.
 
Did the amount of production/food they give get adjusted when they were recost? I kinda thought it might've been if I recall correctly.

At the risk of sounding pedantic, this is also a problem regardless of trait modifiers; unless you've changed the base production cost/production return, right now (11057) it's still a net positive. On marathon, the base cost is 270 hammers, and using it returns 368, so...
 
At the risk of sounding pedantic, this is also a problem regardless of trait modifiers; unless you've changed the base production cost/production return, right now (11057) it's still a net positive. On marathon, the base cost is 270 hammers, and using it returns 368, so...
Are you certain that the 'base cost' is not already adjusted by the trait? I'll take a look into it when I can... just asking.
 
In my current game, my traits at the moment are: Industrious I, Philosophical I, Seafaring I, Greedy I, Ancient Way of the Wild. I've complex traits on and pure traits off; according to the pedia as far as I can tell, there doesn't seem to be any impact of those on base cost of units or production speed modifiers for traders, but it is entirely possible that the pedia simply wasn't updated at some point.
 
In my current game, my traits at the moment are: Industrious I, Philosophical I, Seafaring I, Greedy I, Ancient Way of the Wild. I've complex traits on and pure traits off; according to the pedia as far as I can tell, there doesn't seem to be any impact of those on base cost of units or production speed modifiers for traders, but it is entirely possible that the pedia simply wasn't updated at some point.
OK. That rules that out as the culprit in this case. Not to say that it wouldn't be in a different case once base values are corrected.
 
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