New commit:
- improved settling behavior (Vikings and HRE still have problems though so expect more here)
- minor map and bug fixes
- all civ buttons match their flag and color scheme now
That means Iran's button was changed?
New commit:
- improved settling behavior (Vikings and HRE still have problems though so expect more here)
- minor map and bug fixes
- all civ buttons match their flag and color scheme now
What makes a city -- super city? Two-three extra foods? Or in my example 1 extra food and 2 extra hummers? Size 25 max city will now be size 26?
Look at Seoul in Korea. Now imagine if it was one tile up AND got the benefit from the food. It would probably be size 35 with several luxuries and an iron.
There are more drastic examples in Europe where things are more crowded.
Yes.That means Iran's button was changed?
Yeah, that's my problem. Civ is a snowball game, and allowing the player to circumvent worker turns by setting on food risks setting on food becoming the One Right Choice.The Greek and Mayan cases are in consideration of production/commerce resources however. But food resources have other knock on effects, because increase population increases all sorts of yields for a city. Does getting access to the food resources quicker but circumventing the building of resources provide an unfair advantage, compared to the present mechanics?
Sometimes verbose arguments just have the effect that I won't bother reacting to them at all. This is one of those times. Just two things:
Korea is an excellent example. I don't want to encourage supercities like those on the pig even further. If +3 base food is not a big deal, then why complain about this rule in the first place?
Secondly, the AI doesn't found cities on food resources, ever.
Maybe you should play the mod before asking for random features.Well, I have seen it and have seen players complaining about it. RFC has settler maps, but in regular game AI does settle on resources and people complain about bad AI city placement. Gordion starts on Wheat, but of course barbarian AI did not settle it, you did.
This is a curious argument for someone who scolded people for being unable to think abstractly when it comes to game design decisions.Why complain? Things need to make sense. This is more important than extra 3 food. Tanks crossing ocean on their own do not make sense. Not getting a full benefit of a resource when you settle on it does not make sense.
No, it wasn't. Maybe you think it was, but it wasn't.Korea's example was refuted
Oh, so I need to make further adjustments just to restore balance to something that wasn't broken in the first place, only to satisfy your arbitrary conception of what does and doesn't "make sense"?On the other side you can now place less resources, our map already has higher than vanila ratio of resourced tiles vs regular ones.
And you didn't see me participating in those discussions either.If 4 short paragraphs advocating, in a no-nonsense way, such a revolutionary change is verbose -- I don't know what is not? People spend more words discussing city placement in North America.
The food part of these resources doesn't count.that settling city on resources acts as improvement?
I think this argument was conjured up to justify the particular case of the Korean peninsula. It really has nothing to do with settling on food resources in general.I think Tigranes point (in relation to the refuted/unrefuted status of the Korean example) is that a 35 pop Uber-city founded on the pigs actually better represents a tiny (13 tiles in game) nation who's GDP exceeds much larger nations (Canada, Australia) who by consequence of the greater landmass would be far better to settle than any two Korean cities.