dunkleosteus
Roman Pleb
I may be out of the loop here, but have districts (aside from the harbor) been removed entirely?
- lower Combat Strength bonuses from "Organization Level" and "Strength in Numbers" promotions
- can't build adjacent Forts (less AI spamming)
- reintroduce previous Spy missions (Siphon Funds and Steal Tech Boost) on City Center
- update tables for Naval Equipment
- bug fix : show correct values in production tooltip when there is enough reserved resource/equipment of one type before the end of the production
- bug fix : a city should no more reserve more resource/equipment than necessary when producing units/buildings
- move all assets to a mandatory external mod (easier to maintain on my side)
- add Modern Infantry units, using Assault Rifles
- add AntiPersonnel, PersonnelArmor, AntiPersonnelArmor, IgnorePersonnelArmor, VehicleArmor, AntiVehicleArmor, IgnoreVehicleArmor to the equipment table
- add current AntiPersonnel(AP), PersonnelArmor(ARM), AntiPersonnelArmor(AARM), IgnorePersonnelArmor(IARM) values in unit's flag
- use AntiPersonnel and PersonnelArmor values to resolve personnel casualties (death ratio) after combat
- raise captured equipment ratio from combat
- bug fix: use same transfer ratio for personnel and equipment for units healing (prevent medieval horseman -> knight -> medieval horseman loop)
- bug fix: make sure to request enough equipment in reserve (fix Quadrireme unit's not requiring the second ship for healing)
- add Tercio unit (maybe still buggy)
Yes, there used, but I don't remember which usage come first, eating maybe, but it's a kind of placeholder anyway.EDIT: Question with luxury consumption by upper class population... does that remove the resource from stock (i.e. some luxury types won't be converted to food), or is it a parallel usage?
Yes, there used, but I don't remember which usage come first, eating maybe, but it's a kind of placeholder anyway.
Thanks, please post the updated code, I'll add it.Ok, thanks. My thinking was that since AI players were prioritizing upper class housing, the resource drain from luxury conversion might contribute to lack of food and low populations. But as it turns out, they don't really build fruit market anyway, so moot point... at least early in the game.
I went ahead with another experiment, giving some mixed yields to housing instead of just multiples of gold, and again saw good results. I assigned single yields of gold and culture to upper class, gold and production to middle class, and food and production to lower class... just a flat +1 across all eras. I wanted to see how well the AI valued these, and keep from adding too much of any single yield, since there's a lot of housing instances. They built all of the variations, and not to the exclusion of other important buildings.
In game, I found the small yield bumps from housing added a little granularity, but were mostly low impact. Culture from upper class housing was most interesting, since that contributes directly to border growth and conflict, and it seems thematic.
Thanks for the detailed reports, a lot of points I agree on, so I just keep the one that I'd like to clarify first
- Coastal cities don't gather any food/fish/crabs from coastal tiles outside my borders anymore. They only gather Fish/Crab resources once the tile is worked, which can only be done after borders have grown to include the tile.
- Having to wait for the Monument building to grow the city and wish that it aquires the tile you want is tedious, especially when it comes to naval resources and getting Horses/Iron etc. I think adding back the possibility of purchasing tiles would be helpful at the moment, though that would require fixing the runaway debt issue (to afford the tiles).
- The upgrade function for untis should count all swords combined when determining unit type. For e.g. I had a Spearmen unit with 48% spears and a combined 52% Iron and Bronze swords.
Is it possible to change how far apart cities have to be? If the minimum distance can be lowered to just 2 tiles, then you could quickly build another settler and put them on the strategic resource. It's annoying to be blocked from using the tile, simply because the tile happens to be too close to found a new city, but too far off to be reached in the near future.Tiles ownership will be guided by population migration, I do not plan to make a placeholder until then, as I'd like to work on population ASAP.