In the future, I could change it so that the slave can optionally be used for a hammer bonus in a city or an XP bonus in an arena type building.
At the moment dessert insects is worthless as a tech. None of the resources are generated on the archipello map.
harvesting spice cost more then its worth. Harvesting just a few of them kills your economy.
harvesting spice cost more then its worth. Harvesting just a few of them kills your economy.
At the moment dessert insects is worthless as a tech. None of the resources are generated on the archipello map.
harvesting spice cost more then its worth. Harvesting just a few of them kills your economy.
Sandstorms are to prevalent. The ai cant handle/keep up with the improvements it destroys and is to stupid to fortify units on the improvement to prevent it of bieing destroyed by the storms.
Actually fortifying units does not defend against storms.
I think he is saying that he has seen the AI do this.
I think I registered my issues with reducing groundwater. Its already hard to get cities over population 10-12, reducing groundwater will just make this harder.
They're going to be weird on the Arrakis mapscript though if they still move only Eastward
So maybe storms shouldn't be able to enter Peaks tiles, or peaks and hills tiles?
Players will decide how much they like the game, based on the early game. Let's hook them by making it feel more like water is the limit.
I can make the storms move in a spiral pattern instead
find some magic way for the game python to tell which mapscript was used when the map was generated
It is already true that storms lose strength and often die when crossing these tiles. I can make this effect stronger if needed.
Sandstorms cant attack, thus you can block their path with units
Spice corp cost 5 gold per resource and only gives 2-3 commerce.
Yeah, confirmed.The supply pod is way overpowerd, seems to be functioning like a GE.
What about buildings generating extra water, either raw production or a percentage
Is it inteded you can improve mountaintiles? cause they look weird when improved.
<shrug>
Early game is important, sure, but I'm unconvinced that its better with less water and more health. Is it a purely aesthetic issue - you are inherently bothered by having a negative health value in the early game? Or do you think cities grow too fast in the early midgame (once you have a few health buildings and resources)?
I am inherently bothered by having access to so much *water* on a *desert planet*. It is a theme thing, not so much a mechanics thing. I think we should find a way to make the player actually feel limited by water. Right now I feel my early cities have way more water than they need, with very little effort on my part.
Adding buildings that give +x water income and/or +y% water income is a good compromise here IMO between our positions; you can make water-producing tiles scarcer while still allowing big cities.
You will have to put a high AI weight on such buildings though, and check to make sure that the variance of water yield across the mapscripts is not too large.