Final Frontier Option?

CivFan1013

Chieftain
Joined
Oct 31, 2005
Messages
26
Is there a way in the Final Frontier Mod to stop the growth of a star system? The button is not where it usually is in normal civ games.

My planets keep getting sick and angry before I have the time to do something about it.
 
I have found that in this Scenario you can effectively use up any excess population through Slaving. Burn them up producing a Sports Arena and kill 2 birds with one stone. In the Normal game an unhealthy/unhappy person uses 3 food, so it basically takes at least a full person to support them and do little else. The net effect is that your productive population is usually less than without the freeloader.
In FF they only use 2 and the excess food from productive citizens is usually enough to support them and only slow your growth.
 
Not right now, but there will be in the patch.


when will the next patch be launched? i (and many other players) are waiting for it to correct bugs like this

i've heard in 3 weeks but i'm not sure...

can you tell me any date or it is "Top Secret"?


BTW, which civic will allow gold rush, is it democracy?
 
can you tell me any date or it is "Top Secret"?

He can't tell you because he doesn't know. According to Alexman, the patch should be in QA right now, and *might* be released in about 3 weeks. But no one knows exactly how long QA will take, and no one knows whether QA will find any bugs in the patch. If QA rejects the patch, all ETAs are off. And with a game as complex and versatile as Civ4:BtS, you need a very thorough QA.
 
He can't tell you because he doesn't know. According to Alexman, the patch should be in QA right now, and *might* be released in about 3 weeks. But no one knows exactly how long QA will take, and no one knows whether QA will find any bugs in the patch. If QA rejects the patch, all ETAs are off. And with a game as complex and versatile as Civ4:BtS, you need a very thorough QA.

guess you're right, so we will still have to wait some time... better be a GOOD PATCH!
 
I have found that in this Scenario you can effectively use up any excess population through Slaving. Burn them up producing a Sports Arena and kill 2 birds with one stone. In the Normal game an unhealthy/unhappy person uses 3 food, so it basically takes at least a full person to support them and do little else. The net effect is that your productive population is usually less than without the freeloader.
In FF they only use 2 and the excess food from productive citizens is usually enough to support them and only slow your growth.

Uhm, in my game it's 2 in the original and 1 in FF.

I agree though, just let your cities grow and use slavery to do away with them once you got 10 angry citizens or so. The religion civic is nice to fully use your system, too.
 
Uhm, in my game it's 2 in the original and 1 in FF.

I agree though, just let your cities grow and use slavery to do away with them once you got 10 angry citizens or so. The religion civic is nice to fully use your system, too.

I was including the extra food cost for unhealth. I always have unhealth in this Scenario by the time I have unhappiness.
 
Is there a way in the Final Frontier Mod to stop the growth of a star system? The button is not where it usually is in normal civ games.

My planets keep getting sick and angry before I have the time to do something about it.

The replies to date on this thread have not mentioned the obvious.

The way to counter angriness and sickness either by buildings or connection to special resources.

Health - build recycling center for one health ON EACH PLANET IT IS BUILT ON, connect to crystals and gold for 3 health each.

Happiness - build sports arena for one happiness ON EACH PLANET IT IS BUILT ON, connect to oxygen and water for 3 happiness each.

In that the techs for the sports arena and the recycling center come early, there is no reason in the world you would want to stop the growth of a star system.

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For even better results use Habitation to create extra population capacity on all the planets in each of your star systems (except for the home planet in each system where by default I think it has already been built).

In other words a given star system may only have room for ten pop combined on all the star systems, and so a pop 11 person goes off and does ABSOLUTELY NOTHING to help you until one of the planets has Habitation built on it.

However waiting until all your planets have been filled is a much too reactive way to play. Rather, build Habitation on your best planets long before all the other less productive planets become inhabited.

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It is not clear from the overall description of the mod, but a player can adjust who works which planet just like they can adjust who works each of the possible 21 tiles in a city's fat cross of possible tiles to be worked.

joel west
 
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