krazykaz1983
Chieftain
- Joined
- Jul 20, 2011
- Messages
- 9
Hi just a small problem I noticed. Why is Amber an Ocean resource? Activated by Fishing Boats?
Hi just a small problem I noticed. Why is Amber an Ocean resource? Activated by Fishing Boats?
Actually... yes. 80% of the world's amber is found in and around a certain stretch of the Baltic sea. Some is scavenged but a lot is fished or dived for. More info: http://en.wikipedia.org/wiki/Baltic_amber
From the original thread:
Page 51 if you want to look it up.
http://forums.civfanatics.com/showthread.php?t=353049&page=51
Except historically Amber has been gather on the shore of the Baltic, but also mined
fair enoughIt was mined too but most of it was scavenged from beaches or fished/dived for. I thought about placing it on land as well but there are no 'coast land tiles', just 'water coast tiles'. So it wouldn't be restricted to near the ocean, it could show up anywhere.
I had the same issue with seals, I originally hoped to place them on coastal tundra and snow but it just wasn't possible.
I recently noticed that neither jade nor bison show up on the world map. Are you planning to edit the map and send out the improved version with 0.9.5?
Early game: Health was a little bit easier to come by than in BTS.
Happiness was a little bit easier to come by than in BTS.
Middle game: Once I was able to trade with enough partners, health and happiness were no problem at all.
Later game: In Auth. civic happiness is no problem at all.
Health is nuisance in my very biggest cities; mainly for two reasons:
I captured that useless inquisition wonder that gives -2 health in all cities
and I delayed researching Biology to go after more warlike techs.
The AI does not seem to consider Salt to have any value in trades.
1. Cap the effect per city of the Authoritarianism Civic.
(In any case, the 0.9.4 Codification can not compete with the 0.9.4 Authoritarianism.)
2. Have population have a larger effect on health.
3. Have population have a larger effect on happiness.
What size are your cities getting to in these eras (on average)?
By taking Authoritarianism you keep your citizens in line but you miss out on the other benefits of that tree. You're also paying a lot of upkeep for all those units. Works for some strategies/playstyles but not others.
The Holy Office is not meant to be captured, I've fixed that and lowered the health penalty for 0.9.5. If I don't remove the stupid thing altogether by then...
That's a bug. Fixed for 0.9.5.
Can't be done directly. What I could do though, is make Authoritarianism increase unit upkeep. There'd still be no limit on unhappiness quelled but it would get more and more expensive to do so as cities grew. If we did this we might need to give the civic another benefit to compensate a bit.
These shouldn't be as hard to program as I initially thought, though I'd have to see how the AI responds. The hardest part is how to communicate the effect in the AI effectively. I think there's a few things to try first before resorting to this though.
As far as city sizes go, you can look at the saved games I have posted.
I think on health and happiness additional tweaks will not be enough.
I think you have to bite the bullet and do something fundamental.
Mine were such suggestions for possible things to do.
I haven't got a copy of 0.9.4 installed at the moment, so I'm unable to load the saved games right now. The problem with releasing patches and experimental changes is that it becomes tricky to find the exact state each saved game requires. If you could give me a rough summary of city sizes it would save me a lot of time and effort.
The problem with doing something fundamental is it can all too easily break things in an unexpected way. For example, removing happiness and health from resources in 0.9.3 broke AI trading. I did a quick test with population causing double unhappiness just to see what would happen. Well, it completely messed up AI city management. It may be resolvable, it may not be, I don't know yet. But that's the danger in doing fundamental changes.
Additional unhappiness and unhealthiness at populations: 6, 9, 12, 15, etc.
or Additional unhappiness and unhealthiness at populations: 6, 8, 10, 12, etc.
I do not know if these can be programmed.
There is a range of reasonableness, which I believe 0.9.4 is outside.
Within this range, different players would prefer more or less challenge from health and happiness.
Would it be possible in a future build to add a world generator that limits food/animal resources to single continents? For example, wheat and horses on one continent, potatoes and bison on another, and rice and tea on a third. Settling cities on multiple continents would cause cross-pollenation of resources (like potatoes irl) between the continents.
Would it be possible in a future build to add a world generator that limits food/animal resources to single continents? For example, wheat and horses on one continent, potatoes and bison on another, and rice and tea on a third. Settling cities on multiple continents would cause cross-pollenation of resources (like potatoes irl) between the continents.
It wouldn't work with horses because it would give a too bigger advantage for the continent with horses on it.