Current v1.13 Development Discussion

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Great to hear that this works. I agree that there are two many health buildings, maybe Recycling Centers should be changed/removed? They're really unreasonably powerful. I also like the idea about Public Welfare.

Yeah, recycling centers currently represent far more health than any of the other health buildings available in a fully built city. That's probably the building to nerf.
 
5. I agree with you that Naval Dominance should have some economic bonus as naval combat is just less important than land combat in this game and therefore naval domination needs some sort of bonus to balance it out with standing army. However, the custom house building modification seems more appropriate under mercantilism (which also could use a small buff). Instead I would suggest as a possibility +1 production for fishing boats and whaling ships to help coastal cities with little access to production.

I disagree. Mercantilism is somewhat about discouraging foreign trade, while the custom house is about encouraging. Those 2 contradict with eachother.

From a gameplay perspective, it would be very strange too. If you run mercantilism, you can't use the bonus of the custom house at all, as it forbids foreign trade routes. Kinda strange if it boost the production, but blocks its effect.
 
After all, trading for a "hit football event" (which I guess is premier league football games? Hardly wonder worthy from my American perspective, but I digress) can only represent a limited scope of the sporting world broadcast from a single country. A modern stadium represents the gamut running from American football and baseball, Euro league soccer, Indian Cricket, to Aussie rules football. It's just strange that we have sports in the game with Wembley but nothing other than premier league football.

There are other such "wonders" in the game : when you trade the Broadway RnR and Hollywood happiness resources you're not just broadcasting them, you're exporting quality shows/songs/films to another country and they can start producing them too, so trading the hit football events would be more like exporting the sport to the other country so there can be top level football games there too, which in RL would mean Britain is trading them with Argentina Brazil Spain France Germany and Italy.

FYI there is no Premier League game held at Wembley, only cup finals/semi finals and England national team games. But it is one of the coolest stadiums in the world. Football is the number one sport in Europe, Africa, South and Central America and parts of Asia, is the number 2 sport in China and India (behind Badminton and Cricket respectively). If it bothers you I suppose the resource could be changed to "hit sporting event" but why not keep Wembley as the wonder ?

There's a mechanic in the game to get more happiness, it's the culture slider. I suggest a concert hall building giving some culture and a +2 happiness per 10% culture, to make you pay for your happiness.
 
I disagree. Mercantilism is somewhat about discouraging foreign trade, while the custom house is about encouraging. Those 2 contradict with eachother.

From a gameplay perspective, it would be very strange too. If you run mercantilism, you can't use the bonus of the custom house at all, as it forbids foreign trade routes. Kinda strange if it boost the production, but blocks its effect.

That's a fair point. I guess that's the bias that comes from playing Portugal.

Edit - However, maybe that's part of why Mercantilism is so weak, it becomes available right when custom houses do and neutralizes the entire building. Mercantilism is a policy that involves tariffs on international trade so it is strange that custom houses, which are the embodiment of mercantilism, do nothing when under the civic. Having custom houses would be necessary in order to enforce mercantile policy yet the building itself is useless when using Mercantilism. Perhaps it shouldn't be half build but a secondary effect to replace the standard one. Mercantilism theoretically stimulates domestic industry by raising the cost of imports so maybe a production bonus of some kind would be appropriate.
 
Football is the number one sport in Europe, Africa, South and Central America and parts of Asia, is the number 2 sport in China and India (behind Badminton and Cricket respectively). If it bothers you I suppose the resource could be changed to "hit sporting event" but why not keep Wembley as the wonder ?

I'm not really arguing to get rid of Wembley, nor am I trying to argue that football/soccer isn't the biggest international sport. I am pointing to the diversity of international sports to argue that such diversity is not represented by the Wembley wonder and space exists for a stadium building.
 
As Canada when I finally got to a World Congress so I could demand Newfoundland from the UK it was not on the list of cities. Please make it so that Newfoundland is guaranteed to be on the list for Canada as it not being on the list guaranteed me failing the UHV.
 
As Canada when I finally got to a World Congress so I could demand Newfoundland from the UK it was not on the list of cities. Please make it so that Newfoundland is guaranteed to be on the list for Canada as it not being on the list guaranteed me failing the UHV.
Oh, it's intended to be available and highly prioritized. Do you still have a save from before the congress? That would help me to find the cause of the problem.
 
As Canada when I finally got to a World Congress so I could demand Newfoundland from the UK it was not on the list of cities. Please make it so that Newfoundland is guaranteed to be on the list for Canada as it not being on the list guaranteed me failing the UHV.
 
In another game I saw the Netherlands have 17 slaves and then latter they had 20 slaves, is that WAD?
 
I have played 4 games from 3000 bc lately, and England seems to be settling the worst cities. I have seen London + Plymouth + Birmingham, London + Bath + Manchester, among other terrible combinations. A waste of starting settlers.

They fall behind in tech quickly as these cities are settled too densely and steal tiles from each other. England has eventually collapsed in all of these instances, sometimes before they are in the renaissance. Anybody else notice this?

I have some screenshots I can upload when I get back to my desktop.
 
I'll be honest I liked it when England was OP. I think now AI England is just terrible. They're always low on the score charts and their civilization collapses entirely. England shouldn't collapse at all until they reach their peak empire, and even then only collapse to the core.

I'm not English just think they should be more powerful :P
 
not sure if it is the right thread, but still:
I'm playing Carthage, my capitol is in Cyprus (contested) and I also have Messina (historical). Apparently I am unstable due to overexpansion (-21), which is puzzling but maybe I could get it somehow (no cities in my core area anyway). But then, I am quite ok unless I research techs. As soon as I acquire any tech (math, monarchy, agriculture) either by research or by trade, I immediately collapse and lose both cities.
I noticed the same thing with Polynesia a while ago, settling out of your core area is fine as long as you don't do research. New tech -> collapse.
So how is it working, learning new stuff triggers stability check, or what? and why?
 
After doing a few Byzantine 3000 BC starts.

1. Dharanis can cross capes, intentional?
2. Buddhism or some other asian religion usually makes it way to some of the Greek cities.
3. Building production civic bonuses usually appear far later than the buildings themselves. Guilds is one example. And the bonus for constructing universities arrives eons of time later.
 
not sure if it is the right thread, but still:
I'm playing Carthage, my capitol is in Cyprus (contested) and I also have Messina (historical). Apparently I am unstable due to overexpansion (-21), which is puzzling but maybe I could get it somehow (no cities in my core area anyway). But then, I am quite ok unless I research techs. As soon as I acquire any tech (math, monarchy, agriculture) either by research or by trade, I immediately collapse and lose both cities.
I noticed the same thing with Polynesia a while ago, settling out of your core area is fine as long as you don't do research. New tech -> collapse.
So how is it working, learning new stuff triggers stability check, or what? and why?

Having no cities in your core is a very bad idea, it causes maximum overexpansion penalty IIRC.
 
Having no cities in your core is a very bad idea, it causes maximum overexpansion penalty IIRC.

This. Expansion stability is calculated by how much population is in non-core cities versus core cities (plus some other modifiers relating to the non-core cities). If you have no core cities, your Expansion rating automatically plummets to the lowest possible value.
 
Thanks, got it now. Goodbye crazy settling strategies, like vikings in Lithuania or Egypt in south Africa.

Yes, discovering techs triggers a stability check.
Any logic behind this? I mean, civil wars breaking out upon learning differential calculus?
 
Any logic behind this? I mean, civil wars breaking out upon learning differential calculus?

Communism ? Liberalism ? Currency can also be a big change for an already unstable community. I'm sure you can find more yourself.
 
Communism ? Liberalism ? Currency can also be a big change for an already unstable community. I'm sure you can find more yourself.
So you mean, some few discoveries can trigger civil unrest, and I totally agree with you here. However, that's not how it is working now, is it? A stability check upon researching Communism is hardly a unreasonable thing.

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anyway, I thought all those little faraway Incas can't vassalize before you learn Astronomy, and yet they happily agree to capitulate to my chinese conquerors. Would you like a save for this?
 
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