Current v1.13 Development Discussion

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this sounds really cool, glad you implemented the "buildings increase tile yields"-thing :)

edit: "improved" only means improved with plantations/pastures, right? not "improved with farms/cottages/forts"?
Yes, this is what I tried to clarify with the first bullet point. You always need the improvement that connects the resource (not forts). Even more correctly, you need the improvement that becomes buildable when the resource is on the tile. So for instance, if there were a building that increases wheat yields, it would require a farm.

This could be really powerful, it's good that it's only for civs that need help right now.

The Ger is probably one of the most useful buildings now.
Yes, but with moderate increases the effect isn't even that powerful, considering that you can only have so many resources of the affected tiles in your BFC. +2 food or +3 commerce is of course a lot but as you said, the resources are either rare or the effect is for civs that really need it.

Argentine deer?
It seemed to make more sense as a meat product than sheep, which is usually more about wool production.
 
Their previous effects have not been removed, so they are still different.

On the other hand, the gold modifiers for Mbwadi, Cold Storage Plant, Hacienda and Fazenda have been replaced by the new effect.
 
New commit: Fixed Brazilian UHV: third goal does not fail immediately anymore
 
I suggest: change deer from +2 food to +1 food and 1 or 2 commerce, and ivory should be buffed from +1 commerce to +2 or +3, that would be more realistic.

And/or: market, change the generic +1 happiness for ivory/silk/fur to +1 commerce. This will significantly limit population in middle age and prevent superpower, while make civs slightly faster to develop.
 
I've already thought about taking away some happiness effects from buildings, but as of now that would upset the balance too much, so I'm leaving it as is.
 
I don't think it's a good idea to make horse as a food resource by ger, man doesn't eat horse unless there's nothing left, and their population are always low.
 
plus Mongolia really doesn't need any help being more stable than they are. They do need some help overpowering China though (AI vs AI on Paragon/Normal)

Any horde has no chance versus China if China is stable, i think it is fine as it is.
 
I'm currently considering moving the Persian spawn plot (and the tile designated as Persepolis) 1S. Parsa's location isn't that far off from Shiraz, and for both a coastal location would be justified. Shiraz wasn't all that important until the Muslim period anyway.

This would not only make their initial location better, but would also enable founding Aspadana/Isfahan further north, allowing two useful cities in the Persian core.
 
I'm currently considering moving the Persian spawn plot (and the tile designated as Persepolis) 1S. Parsa's location isn't that far off from Shiraz, and for both a coastal location would be justified. Shiraz wasn't all that important until the Muslim period anyway.

This would not only make their initial location better, but would also enable founding Aspadana/Isfahan further north, allowing two useful cities in the Persian core.

:goodjob:
 
Seems reasonable with moving the capital, landlocked but so close to ocean has always been a pity.

Otherwise I agree with Youtien. Horses arent for food primarly. And removing happiness is also good, it is too easy to get happiness. If AI suffers, increase their base happiness.
 
I'm currently considering moving the Persian spawn plot (and the tile designated as Persepolis) 1S. Parsa's location isn't that far off from Shiraz, and for both a coastal location would be justified. Shiraz wasn't all that important until the Muslim period anyway.

This would not only make their initial location better, but would also enable founding Aspadana/Isfahan further north, allowing two useful cities in the Persian core.

Here's a CNM for Persepolis to make it more realistic and continuous:

Founded as Parsa, then known by Greece conquest as Persepolis. Alexander the Great burn the city - raze (?), said as a revenge for the burning of Athens' Acropolis. After that, the city gradually decline in importance. Around 200BC, the major city in the area is known as Estakhr. The city lost its importance to Shiraz during the dawn of Islamic era as Umayyad forces advances through the Persian heartlands.

Source: (http://en.wikipedia.org/wiki/Estakhr)

I propose that:
1) Parsa or Persepolis become Estakhr if Persia / Greece collapsed into minors (Ind1, Ind2, or Barbs)
2) Estakhr become Shiraz upon Arab conquest. (not Takht-e-Jamshid anymore, it's nonsense, just a ruin/site name and not a city)
 
Horse, both meat & milk, are still major parts of Mongolian cuisine (or so that Andrew Zimmern character would have me to believe).
 
New commit:
- moved location of Parsa (Persian spawn tile) 1S
- Parsa/Persepolis will be renamed Shiraz on Arab conquest
- added Balkh as a city name in Bactria
- moved wheat near Sirajis north to Aspadana
- moved sheep near Aspadana east to Balkh
- Persia starts with one additional settler and worker
- Persian Immortals start with the March promotion
- Parthian barbarians will only spawn if Persia is dead
- reduced Babylonian inclination to build units, research Bronze Working and Feudalism and build the Oracle

I think the "official" city placement for Persia now is Parsa/Persepolis/Shiraz, Aspadana/Isfahan and either Artacoana/Herat or Balkh/Bactra.
 
I'm not done yet. SEA will get some attention but other stuff comes first.
 
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