Spatzimaus
Mad Scientist
I had only begun building my spaceship, and I don't think anyone had built one yet. This was the first election held as well.
Okay, so no one had really gone far into the future content then. I was mainly wondering if he'd reached the Empath Guild yet, given what it does to city-state relations, but you can't get that without the spaceship.
Maybe its because I haven't played ciV in about 40 days, and I've regressed?
Possible, but for Siam to be THAT dominant on Prince, something strange must have been going on. If you'd started in the ancient era I'd have guessed that they'd had an early war and conquered a neighbor, but with an industrial start there wouldn't have been time to develop a conquered empire.
It just might be that the changes I made to city-states aren't hurting them nearly as badly as they do other civs. But there are other possibilities; for instance, I'm currently playing a game with raging barbarians. Every city-state has been giving out the "destroy a camp for me" mission, and the civs near the center of the map aren't getting nearly as many of those completed as those of us on the edges. Given how much the city-states love mission completions, it's possible that Siam just went on a streak of camp kills and got some free allies. (Or some other mission, like the requests for specific wonders or a road.)
Also, before I forget, the blurb for the Hospital appears to be broke in that it doesn't list the building's benefits.
Already fixed in v.17. I'd been using an Update when it should have been a Row (since the vanilla Hospital, like the vanilla Granary pre-patch, had no Help entry). For the record, its effect is "20% food storage, and all units heal at double the normal rate inside this city". I also cleaned up a lot of other tooltips at the same time (like adding building prerequisites, like "Requires an Aqueduct" on the Sewer System, that sort of thing) so once I can release the new version things should be a bit better.
And as always, I've been... tweaking things. I never liked how the Republic policy (+1 production per city) was so inferior to the Communism policy (+5 per city), despite the fact that the game prices all policies the same. So I changed it to +1 production per city and +10% to trade income; in the early game the production is larger, in the later game it's more about the money. So far it's worked well.
Oh, and I've temporarily patched the whole "city asks for Neutronium for WLTK" thing in my upcoming version. For now, if its random draw picks a resource that has a tech prerequisite (meaning just Neutronium), the game will immediately clear that city's demand and pretend it never happened. Eventually I'm going to change it to actually pick a new resource, but that'll take a little more testing.
Going to play another game tonight -same settings. I'll throw in Siam as well and see if the same thing happens regarding their getting a big tech lead/ UN votes.
I wouldn't be surprised if it is something I've done that naturally favors Siam. A lot of my balance changes have had unintended effects like that. Take India, for instance... the change to base city unhappiness absolutely cripples India if not played carefully. (8 unhappiness per city, SIXTEEN per conquered city!) In the long term India does just fine, once population gets large (the break-even point is size 7, barring policies or wonders), but there's a period in the middle ages where India will be solidly negative on happiness.
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I'd love to say that I'll be playing another test game this weekend... but I just bought Dragon Age 2. So if I get sick of it later tonight I might play a little Civ5, but who knows.
.) I assume it's intended effect is to actually create a jungle (or forest) tile, not another improvment