Play for another 10 turns and the problem will fix itself.copernicus does not give free civil!!! in none of my cities.
No, it does work correctly.copernicus does not give free civil!!! in none of my cities.
No, it does work correctly.
It's not a free specialist in all your cities, but a free specialist in that city for each town improvement.
Having said that, at one point I was thinking about changing it to worked imprevements. Would that be preferred?
Currently it gives a free specialist for all towns in the vicinity of your city, even for ones that are not actually worked on by the city.
EDIT: crosspost with Force44
Yeah, abolutely. I would never take away meaningful decisions from the gameI like it as it is at the moment, as you have to balance choosing a city with lots of towns, and hence poorer productivity, or a city with lots of production where there will be fewer towns and thus a lower reward. Similar to the wonders giving bonuses to sea tiles like Torre de Belem and La Lanterna. You are best off building them somewhere like Rhodes or Crete with loads of water tiles, but they have poor production so you need to strike a balance. I don't think it would improve the game to take that balance away from Copernicus' Observatory.
That's a different Wonder that becomes available around the same time as Copernicus... off the top of my head I can't remember which one.Ok its my bad i thought its gives a free specialist in every city
That's a different Wonder that becomes available around the same time as Copernicus... off the top of my head I can't remember which one.
That's a different Wonder that becomes available around the same time as Copernicus... off the top of my head I can't remember which one.
I have no idea how hard this would be to implement, but one thing I'd kinda like to see with Copernicus is something that allows plague-reduced towns to still give the specialists. I was running Genoa as a heavily-towned burcap with Copernicus giving me two engineers and about six priests. Then the 16th-century plague hit me, every one of those towns became villages, and cut something like half of Genoa's hammers.
I understand the reasoning behind reducing hamlets/villages/towns when plague hits, it makes sense... but that one hurt
Would it be possible to have Copernicus have a bit of a grace period when it comes to towns getting reduced? Like, still get downgraded to a village and lose that commerce, but keep the specialist?
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That makes sense to me (and would solve my problem, anyway). Is this doable from a coding perspective?To reduce the impact from plagues on Copernicus Observatory its bonus could be:
1 bonus citezen for every (worked or unworked) town (cottage T4)
and 1 bonus citizen for every worked village (cottage T3)
I'm not interested in doing it for the main mod. If nothing else (as they are way less deadly for units nowadays), plagues should be devastating to your economy/production.That makes sense to me (and would solve my problem, anyway). Is this doable from a coding perspective?
I'm not interested in doing it for the main mod. If nothing else (as they are way less deadly for units nowadays), plagues should be devastating to your economy/production.
But if you want to change it for your current game, it's very easy to do it:
(this is a very lucky request, you want to reach for a vanilla effect after all )
In CIV4BuildingInfos.xml search for the entry of the wonder. BUILDING_COPERNICUS most likely. There is an ImprovementFreeSpecialists entry somewhere for that building, which can be used for all kinds of improvements. Currently it's set to add 1 free specialst for each town.
If you make another very similar entry there, adding 1 specialist for each IMPROVEMENT_VILLAGE, then you are good to go. Since village and town are mutually exclusive, you will only have 1 free specialist from a given tile, but you will get it both from villages and from towns.
EDIT: Note that XML files are loaded to the game on startup, so you have to restart the game for your changes to take effect.
Kinda. Not really sure how historic it is, but I though they were not as trade focused as Arabia.Cordoba starts with Decentralization instead of Trade Economy. Is that intended?
That's vanilla Civ IV behavior AFAIK.Also you get a diplo penalty when asking for techs etc. as a present from Pleased civs.
Also vanilla Civ IV. Settling on resources also connect resources earlier. Or did I change that for RFCE some time ago? I'm not really sure atmTwo other things: You can connect timber to your empire by building a fort on it before researching Replacable Parts.
It's currently using the UHV ID, passed in the same variable. Well, I can convert it to a separate string for each UHV if it's preferred.And a suggestion for for the UHV goal notification: Instead of "Rejoice! Goal 1 of your historical Victory has been accomplished!" maybe something like "Rejoice! Thanks to your hard work the first [written out] goal of your Historical Victory [either both capitalised or both lower case] has been accomplished!" would look better.