Expansion Anger? Really?

1. I am REALLY liking this idea, because its the most true of all, they hardly ever expanded, until much later in BC, i'd say almost Ancient Era. Plus the only reason they really expanded was LACK of a food source. Then and only then would Neath. meet other Neant's.

2. This is possibly the setback then. Because right now they build and build to hearts content. (Which can be both ways, good and bad) depending on YOUR playing style.

Yeah Food/Fuel limits would be great. I have seen it done in other mods like "Fury Road". If it can be done without breaking C2C then I say go for it! :goodjob:
 
In my latest snail game I am running science at 40% and tax at 60% in the mid-late Classical era which is a problem with revolutions on - anything above 40% tax increases revolutionary sentiment. In late Ancient to early Classical I was making money and had sliders at 10% tax (80% science and 10% espionage). Switching between +30 gold and -65 gold each turn which is weird - checking to see if it still does after a reload/re-calc.

Yeah... I've noticed this strange inconsistent gold behavior as well. Any ideas as to why it happens? I play "normal" speed as well. So all the comments I have made about having too much/too little money are coming from that pace of play.
 
Yeah... I've noticed this strange inconsistent gold behavior as well. Any ideas as to why it happens? I play "normal" speed as well. So all the comments I have made about having too much/too little money are coming from that pace of play.

Unfortunately loading a save fixed the problem so I can't post a bug :(.
 
I was reading once that changes in gold per turn were due to recalculations of trade routes. If I remember correctly, they are calculated each turn, recalculating city size and trade opportunity and buildings built, and so they often change each turn.

Limits on the distance you can travel from cultural borders would be incredible if it could be put in. If I start on a large continent, or even a pangaea or something like GEM, I can explore the whole thing before I even get to the ancient era. And, being an occasional fan of historical naval fiction, I was reading recently about a circumnavigation voyage, and truly it was not the cannons and cutlasses of the enemy that were the deadliest threat, but the distance from home (also scurvy). You could easily lose more men in a storm then you could in a battle. So, not necessarily a hard limit on distance, but increasingly higher terrain damage might work. But in a game like CIV4, it's hard to work in issues like proper unit supply.
 
I was reading once that changes in gold per turn were due to recalculations of trade routes. If I remember correctly, they are calculated each turn, recalculating city size and trade opportunity and buildings built, and so they often change each turn.

Limits on the distance you can travel from cultural borders would be incredible if it could be put in. If I start on a large continent, or even a pangaea or something like GEM, I can explore the whole thing before I even get to the ancient era. And, being an occasional fan of historical naval fiction, I was reading recently about a circumnavigation voyage, and truly it was not the cannons and cutlasses of the enemy that were the deadliest threat, but the distance from home (also scurvy). You could easily lose more men in a storm then you could in a battle. So, not necessarily a hard limit on distance, but increasingly higher terrain damage might work. But in a game like CIV4, it's hard to work in issues like proper unit supply.

OK in the latest SVN i am getting WAAAAY too much gold now, before it was waaaay to little? Something has to be done about this before and the POP problem lately BEFORE the next release?? (Look at Gold and POP in pics)
 
OK in the latest SVN i am getting WAAAAY too much gold now, before it was waaaay to little? Something has to be done about this before and the POP problem lately BEFORE the next release?? (Look at Gold and POP in pics)

That's a rather small map, and a rather small amount of sleep you seem to be getting every night (you didn't blank the BUG clock, now we know exactly how much sleep you need to function, mwahahaha). Not even I get up that early to play C2C.

Can you give us a screenshot of your financial advisor? That should help.

Ok, I'll admit something. I cheat. I World Builder in corporations from the beginning of the game and up the difficulty and freely trade enemy civs my military technologies to compensate. Happy now? And what I've found is that lots of my cities spontaneously go into "We love the X day" and have no maintenance, or otherwise have no maintenance for no adequately explored reason. I mouse over City Council in the build screen and about 2/3 of the time it says -100 or -200 gold or similar (thanks to BUG projecting the modifiers), but other times it's like -0.54 gold. I've got massive armies with Mercenaries civic, I've got half a dozen corporations in each city while running Proletariat, I have 0% taxes, yet still I can keep positive gold with only a single city producing Wealth.
 
OK in the latest SVN i am getting WAAAAY too much gold now, before it was waaaay to little? Something has to be done about this before and the POP problem lately BEFORE the next release?? (Look at Gold and POP in pics)

Did this just happen in a recalc (IE you had a large deficit, did a recalc, and then it went to that)? Because that would be because Thunderbrd changed trade (and Koshling says he broke it).
 
Did this just happen in a recalc (IE you had a large deficit, did a recalc, and then it went to that)? Because that would be because Thunderbrd changed trade (and Koshling says he broke it).

I really never look until recently in my game cause i dont pay attention to it, when i have any surplus of gold, i just dont worry about things then, just like the NEW crime stuff, its out of control now too, IMO way to much -crime now, i have some cities with only 1 TW and at -500 crime to -1000. :) but :( Too much on each now.

I believe it was around the time each of these started happening, about three weeks ago or so.

Watch and see, i bet when or IF it does change it might be too much then also the OTHER way?? (Just guessing) since i am not a coder. (Thats why i really really appreciate all the modding coders of C2C, just the BEST!
 
Did this just happen in a recalc (IE you had a large deficit, did a recalc, and then it went to that)? Because that would be because Thunderbrd changed trade (and Koshling says he broke it).

No, he hasn't made that change to processBuilding() yet - he was just saying he would do (I think)
 
OK in the latest SVN i am getting WAAAAY too much gold now, before it was waaaay to little? Something has to be done about this before and the POP problem lately BEFORE the next release?? (Look at Gold and POP in pics)

The 'problem' was that I repaired a problem. We had NO TRADES taking place in cities AT ALL! How that happened is a mystery which I don't care to solve because blame gets us nowhere but since it was fixed, you very well should see a HUGE increase in income that needs to now be taken into further consideration elsewhere.

NOTE: this was completely unrelated to the processBuilding issue. What was happening was when cities were looking for their proper number of trade routes, we had std::min(0, blahblahmax global trade routes) as the function's return... so basically, return 0 - no trade routes at all.
 
Weird because I get Trade Routes in my game, SVN 4542. Going to update to most recent, 4552, and see if it's removed.

Cheers
 
Yes, I do get Trade Routes anyway. I have not experienced that bug at all, or it was somewhere in between 4542-52 and gone again by latest 52.

Cheers
 
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