Double Your Pleasure

Ok, Decided to start fresh. I re-installed everything, PTW, 1.21, DYP 1.4 & 1.5.

Both problems I listed seem to work fine now.
I think with all the PTW, upgrades and TET, upgrades and now DYP upgrades etc something got crossed up.

Sooooooooo, it wasn't a bug. I appreciate everyone's help.

Now I've got to go settle a score with some Romans.
 
@jbprivate: Glad to hear everything is working ok. :thumbsup: The "Double Your Pleasure" Folder isn't used now that you have installed 1.05x, but don't bother deleting it unless you really need the disk space because a future patch to PTW itself will likely just replace it ;)
 
Palace garden (there are four variants, one for each palace type) are culture boosters with high maintenance.

The Versailles palace garden is a real life example.
 
Why dioes the Domestic Advisor keep changing the science rate I set every turn???

This is a major pain, I'm not trying to set rates past the rate caps.
 
You can't set rates past the rate caps. That's what they are for :)

And that's why the game keeps adjust them.

Democracy is good for high science at start, but bad for warfare. Republic (and Dynasty) are the opposite, and Monarchy in between.
 
I'm in mid-war, been pumping out troops, so to not run economy in the red I keep setting science rate at 10 %, she keeps changing it to 30
 
Setting science at 10% will push one of the others above the rate cap, unless you specifically adjust two if them. So the game pushes science back up to get the tax rate (in your case) down to the rate cap.

In Civ3 the rate cap applies to all three sliders. But strangely, all governments have a 100% rate cap in the original game.
 
I've only got 2 sliders, science and happy faces, happy face stays at 10%, I'm setting science down to 10 so I get so that I get positive income,

But every turn Domestic advisor changes science rate 30%.

So, what you are saying is income is a rate, same as science?
 
How can that work? If you use 3 interdependant rates together, they have to equal 100% of something. If you cap 1 at 60% , that's fine, but if these are only 3 factors and all interdependant, result is still 100%


Of course, I don't know jack squat about how these games are made though


But I understand now why it is changing each turn. I guess it'll be cheating, but I'll have to keep changing it each turn till after war.

Thanks for your help
 
If you set science and lux both at 10% then there's 80% left for taxes. The game will then reduce taxes to your rate cap, which seems to be 60%, and compensate by increasign science.

You could play by the rules and go for another government. Or do something else to get more money (shift people around in the cities, build tax structures - coasts are good for generating trade), or you could restart and learn from the experience) :D

DyP is designed to encourage city building at start along the coast or on a river. Just as people did at the time.
 
I'm learning it now, and having fun doing it., plus I don't quit
Wish I had tried this MOD long time ago instead of some others I wasted time with.

Also not going to change goverments in mid-war and go 2-6 turns without producing troops.

thanks
 
You can also try selling some advances, resources or whatnot to civs you're not at war with. But you probably thought of this yourself already.

DyP isn't supposed to be easy, it's supposed to be fun: :D

And I can tell you that DyP has improved a whole lot since 1.05x (which I presume you're using).
 
well i did the same as jbprivate and did a total reinstall. had a few problems with getting the DyP to work correctly...seems the text files weren't placed in the proper directory. no matter. i fixed that after a bit of work.

i'm guessing that DyP is still a work in progress? i am under this impression since my city view has only 5 objects in it, the Pyramids (called a forge), a solar array (courthouse), a factory (don't recall what it was), the sistine chapel (library), and an aqueduct (don't recall what it was either) despite my having constructed everything that was available at the time (the game just entered into the middle ages). is this normal?? it's not that big a deal to me though i'd like to see the city scape cluttered with all this stuff i built.

i've also noticed that the game has a huge gap with naval units. going from an ironclad to a battleship is a huge jump. i am hoping that in time more units will be added and this section given more life. i think one tech that could be added should be the turreted ship. the incorporation into navies allowed for some very strange designs and heavier guns.

anyway, i'm enjoying this despite not having bothered to go beyond the middle ages in my game. keep up the good work. :goodjob:
 
Martock. the city view doesn't work properly because we rearranged the order of the buildings in DyP. The city view is hardcoded :(

There are more units, also naval, in the test version - soon to be released.

Yes, it is a work in progress, but it's really coming together now. 1.05x is also pretty good, though.
 
i had Chichen Itza, which provides a courthouse in every city. It was made obsolete by Juris Prudence, so I lost all those courthouses. Can't complain about that, got 'em for free.

Now building District Courthouses, which must have a Courthouse in the city to build.

What I noticed was I could build District Courthouses in the cities that used have courthouses.

Wondered if this was your intent or not.


Oh, and why does Disctict Courthouse require water to build?
This where they did the witch trials where if the woman drowned she was innocent, but if she didn't drown she was a witch, so they killed her?
 
Originally posted by jbprivate
i had Chichen Itza, which provides a courthouse in every city. It was made obsolete by Juris Prudence, so I lost all those courthouses. Can't complain about that, got 'em for free.

Now building District Courthouses, which must have a Courthouse in the city to build.

What I noticed was I could build District Courthouses in the cities that used have courthouses.

Wondered if this was your intent or not.
Chichen Itza provides a courthouse to a city which doesn't have one; if the city *does* have one, it simply makes that one maintenance-free. When Chichen Itza expires, these old courthouses are still around (if you never explicitly sold them) and once again become active, with the proper maintenance cost. A district courthouse requires 3 total courthouses in your empire, but *not* necessarily in that city. Previous versions of the civilopedia were misleading on this as this area wasn't completely understood. So, you probably had a couple of courthouses lying around which you had forgotten about and you can therefore now build District Courthouses in any fresh-water city.


Oh, and why does Disctict Courthouse require water to build?
This where they did the witch trials where if the woman drowned she was innocent, but if she didn't drown she was a witch, so they killed her?
Not a bad explanation. Perhaps that should go into the civilopedia :p This is actually a little trick. I am intending on putting the following note in the "description" entry of the DC to explain it:
Developer Note: Although it may seem odd for this improvement to have the "fresh water" requirement, the intention is that only some of a player's cities should be able to build a District Courthouse, and a fresh water (or river) requirement was the only feasible way to implement the desired numerical restriction with the current editor.
Is that clear enough, or could it be better worded?

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Originally posted by Nder
she turned me into a newt.
<incredulous look> A Newt!?
 
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