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Final Fixes Reborn

Discussion in 'Rise from Erebus Modmod' started by Ronkhar, Apr 17, 2013.

  1. black_imperator

    black_imperator Emperor

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    1) that one is a bug, haven't figured out the reason yet.
    2) there are ways for units to gain a secondary unitcombat. It may be the case here.
    3)still under development ^^
     
  2. MrBody

    MrBody Chieftain

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    (apologies if there's a better forums to post strategy for this mod mod)

    Question: when would you ever want to build workshops?

    I can never find a reason. They're the weakest improvement in the game and there's always something better to build, usually a farm or cottage. It's to the point where I would rather have an unimproved tile than a workshop, because giving up 1 food for 1 hammer is a bad trade. Food is always the best resource, since it can so easily be converted into anything you need (more tiles worked, slave whipping, drafting, specialists, vampire feeding). And even if you don't need food, cottages are the better option (or water/lumber mills). This isn't even mentioning Agrarianism, an early easy to get civic that turns it into +1F +1H vs -1F +1H. (there is stuff to improve workshops, but the same is true for other improvements and workshops never pull ahead).

    Am I missing something? Is there a situation where workshops are better than farms/cottages/mills?
     
  3. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    I don't think you are missing anything. The only thing I can say is that this is the same question I have been asking my self for over a decade in regard to Workshops in the vanilla game as well. It's like do you ever build them in any variant of CIV at all?

    I mean, they are only ever useful if you are in some sort of crazy situation like loads of floodplains and food resources so you just have too much food. Or if you are running sacrifice the weak.
     
  4. Simera

    Simera Chieftain

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    Apr 22, 2021
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    Both with the most recent Ashes of Erebus (downloaded from the Sourceforge source) and with the Ashes Rising variant available on ModDB, I've had the following (along with several other) issues:
    1. Earthmother and Corruption are redded out for any player and can never be researched. Earthmother, Corruption, and Empyerean can never be made active for any player, as evidenced by going into Worldbuilder and attempting to assign them- they remove themselves from the city in question as soon as you close the edit window/editor.
    2. The "Play Now" solution suggested in the past is.. well, not a solution. It does clear the options (other than Flavor Start, for some reason) but subsequent loads- both via Play Now and via Custom- still load in bugged.

    Edit: Deleting the CivilizationIV.ini file appears to have fixed things. Leaving this note here for potential future reference.

    3. Non-founding research into a religion isn't giving the religion or any missionary for the religion. Not sure if that's intentional?

    Also, any news on adding Platy support? I know that was tentatively on the table back in 2017, but I guess if it hasn't happened by now, it's for sure never happening?
    I ask mainly since Platy does have the ability to view and edit game options (even hidden ones) and so that feels like it'd be helpful for this kind of situation.
     
  5. black_imperator

    black_imperator Emperor

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    3 not giving the religion is intentional,but it should give a missionary, yes. I'll check

    4 It's still on the todo list, but it's not very high on the list, as it's not something i see as particularly urgent, nor very easy to merge ^^
     
  6. Simera

    Simera Chieftain

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    Since clearing the ini file, the missionaries seem to spawn properly- though, without fail, they always [across two games and across reloads with Random Seed active] appeared in my most new city/settlement (as Kuriotates), so that struck me as a bit odd. Could just be a Kuriotates quirk (or even just a bizarre coincidence), though, so I'll have to see later if it happens with other civs. Assuming that's not intentional, at least? But the free great people from techs seem to reliably spawn in my capital, so I'm assuming it's not.
     
  7. black_imperator

    black_imperator Emperor

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    i have no idea what system is used to select the city the missionary shows up in ^^ i'll check.
     
  8. Calavente

    Calavente Richard's voice

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    Workshops are indeed the weakest improvement, but mid-game it allows you to get a mine-equivalent where you only had flatlands...
    but I agree that they could do more ... -1F +2H from scratch ? (and even that is not much)... maybe they give a "worker" specialist in the city?
     
  9. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    It's the -1 food that kills them for me. Without that the workshop would be a decent proxy for a mine or forest as you say. But with that malus it's basically a transforming downgrade turning grasslands into plains and plains into well crappier plains. And given that food is the most useful of all resources being readily convertible into units, hammers, specialist and GP points and a lot of other stuff the small production bust just isn't worth it.
     
  10. Samson

    Samson Deity

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    I am not at all great at this game, but I build them more than windmills. By the mid game in many cities I can get excess food, workshops are a way for flatland cities to get production, and with erebus continent you tend to have some cities with no hills at all. Once you have the national epic pumping out GPs other cities find it hard to produce any. Sacrifice the weak cuts the amount of food you need in half. Slavery allows you to turn this pop into hammers, but when the cities are big it is not that efficient and you are limited in the rate you can do this without building up unhappiness. In these circumstances workshops can be useful. They could perhaps get another hammer with a tech later in the game though.
     
  11. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    I guess they could be useful if your terrain is really light on forests and hills like if you are deliberately running with a high AC and lots of hell. I did not consider that.
     
  12. Samson

    Samson Deity

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    There is that. It also come up in desert areas, where there are no forests to start with and are frequently flat.
     
  13. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    Aren't desert areas usually starved for food though?
     
  14. Samson

    Samson Deity

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    Once you get adepts with water usually not. All riverside tiles are floodplains, and any other can be grassland or plains as you wish. The way I play anyway.
     
  15. PPQ_Purple

    PPQ_Purple Techpriest Engineer

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    Well, yes, terraforming them to something not desert does work. But like, than they ain't desert any more.
     
    Samson likes this.
  16. Calavente

    Calavente Richard's voice

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    I don't really care about the -1F...
    it's just that a whole workshop just to change yield isn't worth it.
    all other improvements give a bonus yield.. workshop is the only one that is yield-neutral.

    Bloom is better... a forest gives +1H, +1Health, and option to build lumbermill.

    it could barely be worth it if workshops scaled much more than other improvements with civics and techs.. but that isn't the case.
    farms get +2 (agri ; sanitation)
    mines get at least +2 (arete ; blasting powder)
    mills get at least +2 (mechanization ; +1 civic)
     

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