Dancing Hoskuld
Deity
I am having conceptual problems with this whole implementation. I am hoping it is just teething problems. Bullying was considered your Christian duty in the early industrial times but now is becoming a crime.
I am having conceptual problems with this whole implementation. I am hoping it is just teething problems. Bullying was considered your Christian duty in the early industrial times but now is becoming a crime.
@Dancing Hoskuld
How about this?
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Disease (Malaria)
Req Terrain: Swamp or Flood Plains in City Vicinity
Max Latitude: 30 Degrees
Min Disease Level: +25
Max Disease Level: +100000 (basically cannot achieve)
Health: +5
Obsolete Tech: Homo Superior
Replaced by: Treatment (Malaria)
- +5% Extra Food to Need to Grow
- -5%
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Treatment (Malaria)
Req Tech: Ancient Medicine
Req Building: Disease (Malaria) AND (Healer's Hut OR Apothecary Shop OR Plague Hospital OR Hippocratic Oath OR Doctor's Office OR Field Hospital OR Hospital OR Vaccine Lab OR Red Cross OR Center for Disease Control OR Medical Clinic OR Research Hospital)
Health: +4
Obsolete Tech: Homo Superior
- +1 with Medicine
- +1 with Antibiotics
- +1 with Modern Health Care
- +1 with Smart Drugs
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Its not exactly what you said but it is all possible and along the same lines. Basically the "Treatment" building replaces the "Disease" building. And over time the treatment building gets better at treating the disease.
Note if I missed a Medical building its only because there was so many to list.
No, because it does not model the way malaria works. The increase of problems with in population is fundamental.
<iHealthPercentPerPopulation>0</iHealthPercentPerPopulation>
Besides they have been saying we would have a cure for it in the next ten years for almost 150 years and we are still no closer.
Also the outbreak of the disease event needs to be proportional to the level.
Also if I don't do this one as a property then how will I learn so I can do the others?
The plan is to have some major diseases modelled as separate properties each.Wouldn't all Diseases be the same property? If you have a +Disease score then you have a high risk of diseases in your city. If you have a -Disease score then your at less risk. Not sure what would increase the disease rate.
Proportional to what level? The city level?
Wouldn't all Diseases be the same property? If you have a +Disease score then you have a high risk of diseases in your city. If you have a -Disease score then your at less risk. Not sure what would increase the disease rate.
With the currently defined crime-enabled buildings crime is meaningless below a value of +10 (or above +750). Obviously that can change as Hydro defines more crime effect buildings, but I think it would be a sensible design choice (to avoid end user confusion) if crime levels were always positive. Strong policing is not negative crime, it's a large negative crime source (i.e. - a clean up rate), so while negative sources make lots of sense, negative actual crime doesn't IMO. Right now that design choice cannot be made, since the designer has no way to cap the property value. That's why I think limit tags are needed on the actual property values, which would put it back in the hands of the designer.
BTW, on the subject of visibility, does the total current per-turn level show up in the UI on each game object? Cities at least?
It is the total accumulated change to that property in the last turn. So it includes all effects.Something odd going on I think. I just started a play test game, and on turn 12 my capital, the only building present being the palace, has -91 (-3). The palace is -20 per turn and there are no other sources apart from the 1 population. Why -3 per turn? Does that number include the effect of diffusion and decay?
I'll add that (tomorrow probably).Even if it does it seems like it should be more at the current level. Also, although I can see why you would choose to display the effective per turn change, I'd also like to see the source-only number from my buildings. Can we add hover text to the -91 (-3) string to provide more details and a breakdown?
Suggestions?
Yes, start with small variables when you implement an new feature. Not massive gamebusting ones like you just did. There was no sound reason for the Crime per pop to be a 5 to start. In fact the 1 you said was too weak was in fact the better way to go. Lay a subtle foundation and then gather data. If too weak up 1 step and again gather more data.
What's gonna fill the void from game start till when Town watch man becomes available? Will the build up of "crime" nullify the watchman's reduction capabilities?
Is "crime" now the Mods main focus and only way to play?
Has a new "rev" called "crime" been force fed to everyone who would like to play the mod? If this is the case then it's no longer C2C, everything that the mod had to offer is now 2nd fiddle. Unless this new addition is made an Option like REV is.
So let the flamers and dancing trolls come out to bash what I've just said. But they are still legitimate questions and observations even if they go against the grain of the "in" crowd.
I know you guys don't like my criticism but I feel it's something you need to hear.
JosEPh
Yes, start with small variables when you implement an new feature. Not massive gamebusting ones like you just did. There was no sound reason for the Crime per pop to be a 5 to start. In fact the 1 you said was too weak was in fact the better way to go. Lay a subtle foundation and then gather data. If too weak up 1 step and again gather more data.
What's gonna fill the void from game start till when Town watch man becomes available? Will the build up of "crime" nullify the watchman's reduction capabilities?
Is "crime" now the Mods main focus and only way to play?
Has a new "rev" called "crime" been force fed to everyone who would like to play the mod? If this is the case then it's no longer C2C, everything that the mod had to offer is now 2nd fiddle. Unless this new addition is made an Option like REV is.
So let the flamers and dancing trolls come out to bash what I've just said. But they are still legitimate questions and observations even if they go against the grain of the "in" crowd.
I know you guys don't like my criticism but I feel it's something you need to hear.
I'm playing a new game with the 3 crime per pop. I have no buildings that add to crime and chief's hut and crosses in every city and I still have to limit pop growth or I won't be able to keep cities happy which also means I can't afford to switch out of chiefdom and found any more cities until I get courthouses. At that point I think I'll still have to limit growth until constitution unless I stay in chiefdom, but that still means countering a lot of extra unhappiness to found more cities.