OK, it might be more of what I saw in some earlier reports, where it was more like civ5I made some testing. Map size: tiny, difficulty: settler, standard speed. I watched how my second city grow, so no amenity bonus at start, later I place plantations in turn right before growing. Food was lowered to +1 few turns before growth, so even if amenity bonus is added in turn when plantation was placed, it will be +0,2 total (at 3 and 5 pop). There is table:
View attachment 460519
OK, it might be more of what I saw in some earlier reports, where it was more like civ5
floor(15+8*n+n^1.5) would work for that sequence....
anyone see a 15, 8, 1.5 in terms of pop/food/growth in the XML
This is not accurate. For example, here is Goddard costing 660 gpp and Sagan costing 1715 gpp:Great Person cost (points, gold, faith)..from Dilir
BASE + n*60
Where BASE is the cost of the first great people, n the number of great people of that type previously generated.
BASE =
60 for generals, admirals, merchant, scientist, prophets, writers (Classical Era start)
Makes sense..might be worth it to start recording GPprices by person to see if it holdsThis is not accurate. For example, here is Goddard costing 660 gpp and Sagan costing 1715 gpp:
Spoiler :
I buy then both and the next available great people are Rubinstein at 960 and Kwolek at 1320.
Spoiler :
Kwolek is actually almost 400 gpp cheaper than the previous guy was. Rubinstein costs 300 more than the previous.
I'm not sure what is the logic behind the prices. 1715 doesn't fit into the formula in any way. I recall one previous game where the first info era scientist also cost a lot more than the second, but I don't recall seeing that happen for other than info era great people. Maybe every great person has a predetermined cost that is either randomly assigned at the start of the game, or same price in all games? Or first info era scientist always costs 1715 and the second costs 1320? Don't have any other saves with these same people available so can't check now.
At least the price depends more on era of the great person than on how many have been recruited.
Resource/Feature Harvest yield (food, gold, production)
Apparently tied into the same "tech/civic advancement" as district cost
=Base Value*(1+Multiplier*Larger of [100*(Number of Techs/67 OR Number of Civics/50)])
So only combat and killing unit has matter for WW? What about capturing cities? Razing cities? Nuclear bomning? how is any effect?warmonger points(base 16 + era points(8-16-24-32)
* 1 for combat in allied lands
* 2 for combat in foreign lands
* 3 for killed unit
War weariness is applied to both parties in combat, attacker and defender, so it always goes up.
One example: i attack and kill a unit in neutral territory(foreign lands for the calculation) so my war weariness is base 16 + era points 32=48 * 2 = 96
the defender's war weariness is base 16+era points 32=48 *2(combat in foreign lands=96)48 *3(killed unit=144)=240
Use the spy placement to count the districts in cities, since it shows how many districts in each city.I've checked some old saves and it seems to pan out. I had to recount some as its easy to miss districts