Your cities don't get flipped anymore if it's part of your core and not part of their core. Basically this means that all of Egypt is safe for you, since the starting Arab core is basically just Arabia now.
Egyptian land is really productive. You have three hills (Sena, Bronze, near Aksum), one with bronze/iron, two quarries, one horse and three forests. You just need to place your cities in the right spots and discover mining, masonry and animal husbandry. If you are desperate for more hammers, maybe conquer Jerusalem or discover metal casting to build workshops.
But if you want to enjoy the game you need to aquire other lands or build wonders. Sitting peacefully in Egypt with limited resources isn't enough.
Thanks for the info. The maps should be remade to reflect this.
You mean, if you want, you may have 1 productive city in Egypt right? That's it. Plains forests aren't really good sources of. Taking into consideration you have a ridiculously small core, and I like expansion games, then I can't have a truly productive city in egypt, just a bunch of shameful cities in production. By my analysis, Egypt may have 3 cities on its core. Egypt has a 3x5 core, that means 1 city in each corner to use the tiles surrounding the core. But one of the corners is a desert flood plains (that turns into desert) that has no food around it to grow, thus it's better to leave it as a cottage for the capital.
I didn't expand because I thought most of my territory woulf flip to Arabia, and fighting this would be impossible. I'll play it again from start now that I know Arabia won't flip my core.
But the -5 Happiness Stability since the beginning is still strange and I would like to know what has caused this
EDIT: Started a new game, played some turns, and then I realized I have -3 Happiness Stability. My city has 6vs 4
. It has 3 pop, so it has more then a fourth of the average city size
-
, and it is of the average city size because it's my only city. Why is this happening?
One productive city is enough, when you start so early. You can conquer or settle other productive cities.
If you have two cities in core you gain additional core population. If you have three cities in core you don't have additional core population. Choose wisely. However, I agree core is too small, red sea coast should be core too.
Egypt runs dynasticism, so spawn 4 warriors and hapiness problem solved.
If you like expansion I propose you Zanzibar and South Africa.
if city.isWeLoveTheKingDay() or (iPopulation >= iAveragePopulation and iHappiness - iUnhappiness >= iAveragePopulation / 4):
iHappyCities += 1
elif iUnhappiness - iOvercrowding > iPopulation / 5 or iUnhappiness - iHappiness > 0:
iUnhappyCities += 1
iAveragePopulation = pPlayer.getAveragePopulation()
# Courthouse
if city.hasBuilding(utils.getUniqueBuilding(iPlayer, con.iCourthouse)): iModifier -= 1
# Jail
if city.angryPopulation(0) == 0 and city.hasBuilding(utils.getUniqueBuilding(iPlayer, con.iJail)): iModifier -= 1
# Expansion
if plot.isCore(iPlayer):
iCorePopulation += (iCurrentEra + 1) * iPopulation
if bSingleCoreCity and iCurrentEra > con.iAncient: iCorePopulation += iCurrentEra * iPopulation
Here is another one.
BTW, just let's check these here:
Code:if city.isWeLoveTheKingDay() or (iPopulation >= iAveragePopulation and iHappiness - iUnhappiness >= iAveragePopulation / 4): iHappyCities += 1 elif iUnhappiness - iOvercrowding > iPopulation / 5 or iUnhappiness - iHappiness > 0: iUnhappyCities += 1
If a city meets both criteria, isn't it counting for both? In Civilopedia it says it'll count as a happy city, but here it seems it's being accounted for in both happy and unhappy criteria, or am I missing something? (I'm not used to python, only to C).
It's elif, so by definition it can only fall under one category (it'll only check the second if the first isn't met).
Yeah, elif in Python equals else if in C. So if the criteria for happy cities are met, unhappy cities aren't checked for anymore.Here is another one.
BTW, just let's check these here:
Code:if city.isWeLoveTheKingDay() or (iPopulation >= iAveragePopulation and iHappiness - iUnhappiness >= iAveragePopulation / 4): iHappyCities += 1 elif iUnhappiness - iOvercrowding > iPopulation / 5 or iUnhappiness - iHappiness > 0: iUnhappyCities += 1
If a city meets both criteria, isn't it counting for both? In Civilopedia it says it'll count as a happy city, but here it seems it's being accounted for in both happy and unhappy criteria, or am I missing something? (I'm not used to python, only to C).
Are you sure you don't just have unhappiness from sources other than population in the city?Considering my game when I still had only 1 city, the only way this happiness part can be wrong is if the Average Population is somehow messed up if you have only 1 city.
But that's an assumption, where may I check the code for getAveragePopulation Leoreth? After I built my second city the happiness stability slowly came back to normal. I say that because surely I met the prereq of a happy city, unless my single city wasn't bigger or as big as the average population (a bug).Code:iAveragePopulation = pPlayer.getAveragePopulation()
Jails only give happiness for cities without unhappy population.Also I've stumbled upon this part here:
Code:# Courthouse if city.hasBuilding(utils.getUniqueBuilding(iPlayer, con.iCourthouse)): iModifier -= 1 # Jail if city.angryPopulation(0) == 0 and city.hasBuilding(utils.getUniqueBuilding(iPlayer, con.iJail)): iModifier -= 1
I'm not good at python, but there is a visible difference between Jail and Courthouse. Can you explain what is it? In civilopedia they are treated equally.
That's right, it's intended to help civs with small cores that only have space for one city.Another discovery through the code:
Code:# Expansion if plot.isCore(iPlayer): iCorePopulation += (iCurrentEra + 1) * iPopulation if bSingleCoreCity and iCurrentEra > con.iAncient: iCorePopulation += iCurrentEra * iPopulation
Does this mean that if I have a single city on my core, and I'm already past the ancient era, then my core population is actually iPopulation*(2*iCurrentEra + 1)? Or for those who are not used to formulas it means you'll have Core City pop times 1 in Ancient, times 3 in Classical, times 5 in Medieval, times 7 in Renaissance, times 9 in Industrial, times 11 in Modern and times 13 in Future. While if you have more then one core city the progression is 1 by 1 (1,2,3,4,5,6,7). Am I right?
I'm talking about this: iUnhappiness - iOvercrowding > iPopulation / 5. Your happiness isn't relevant in that criterion.