Current v1.13 Development Discussion

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So Polynesia will be able to move land units across islands, including founding cities on them?

Or, Polynesia's Work Boat will be able to construct islands.
 
So the slaves which you can get in the early game (BC) can be sold two thousand years later to a astronomy+ civ with colonies in America so they dont have to send a worker to the plantation but instead build a slightly more profitable slave plantation while still running slavery? Why not add something more you can do with slaves? Join city? Rush building? Build slave plantation elsewhere? Draft?
 
So the yield of coast tiles remains as is?
Yes.

So the slaves which you can get in the early game (BC) can be sold two thousand years later to a astronomy+ civ with colonies in America so they dont have to send a worker to the plantation but instead build a slightly more profitable slave plantation while still running slavery? Why not add something more you can do with slaves? Join city? Rush building? Build slave plantation elsewhere? Draft?
Slaves can join cities. You also do not need Slavery to make use of them, it's possible as long as you don't run Egalitarianism.
 
Yes.


Slaves can join cities. You also do not need Slavery to make use of them, it's possible as long as you don't run Egalitarianism.

But thats still only for America, right? Europe/Africa should have used slaves for something other than selling to America!
 
Europeans have plenty of colonies in the Americas.
 
What would change when it is dependent on the improvement? The extra food is indeed intended to cancel out the loss of food on ocean tiles. I changed most whale tiles to Ocean when I redid the map, I think Ponta Delgada is the only whale that is directly adjacent to land and I decided that I don't mind.

The difference in terms of game impact is minor. Actually it wouldn't affect the game much even if you make whale give 10 extra commerce because there aren't many of them and access to them only comes after mid-game.

The significance is that whale is the first resource ever to provide a +2 bonus instead of +1 when unimproved.
 
Europeans have plenty of colonies in the Americas.

My point wasnt that they had no use. My point was that the time between acquiring them and actually being able to use them is too long. So my suggestion was adding a use for them before astronomy time.

But if you feel its fine that they are there for thousands of years without use, fine. It is your mod! :)

(And a good one as well...)
 
The difference in terms of game impact is minor. Actually it wouldn't affect the game much even if you make whale give 10 extra commerce because there aren't many of them and access to them only comes after mid-game.

The significance is that whale is the first resource ever to provide a +2 bonus instead of +1 when unimproved.
Okay, that's a fair point.

My point wasnt that they had no use. My point was that the time between acquiring them and actually being able to use them is too long. So my suggestion was adding a use for them before astronomy time.

But if you feel its fine that they are there for thousands of years without use, fine. It is your mod! :)

(And a good one as well...)
They have specifically been introduced to model the triangular trade.
 
Just updated SVN. I think maybe the island graphic should be enlarged or adjusted. It looks really odd and the art graphic seems to have different style compared to the "traditional" islands
 
New commit: WARNING: this revision will break savegame compatibility.
- fixed a crash triggered by great people discovering technologies
- entering an islands tile now causes a seagull animation instead of a crash
- collapses are now timed instead of immediate and happen at the beginning of the subsequent turn
- reduced food from whales and increased food from whaling boats
 
New commit:
- fixed island size threshold for improvement on city bonus
- fixed Canadian embassy button
- fixed some art defines for LHs to prevent possible crashes
 
- collapses are now timed instead of immediate and happen at the beginning of the subsequent turn

What does this mean, exactly? Does it mean that when civs get a stability check that should collapse them, they will instead collapse the turn after?
 
Exactly. This is generally a more healthy way to deal with collapses because all the stuff that deals with a civ can still play out, and it's also more consistent to have everyone collapse at the beginning of the turn regardless of cause.
 
New commit:
- fixed a crash triggered by hovering over the city culture bar
- the option to broker peace deals with or declarations of war against minor civs (like independents) will not appear in the diplo interface anymore
 
New commit:
- fixed text keys
- black pearl event now requires pearls instead of clams
 
New commit: removed constant collapse messages.
 
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