General A New Dawn discussion

Anyone mind explaining what the realistic timescale bug option does?

I've modified the tech cost function, if you use that option, so that if anyone is too far ahead or too far behind in terms of techs from where it should be (compared to our real world timeline), you get respectively hindered or helped in terms of tech costs. I.E. if you're around 400AD and you are already getting to gunpowder, it will cost you a LOT more than if you were around 1000AD. Or, if you're around 1600 and you still don't have gunpowder, it will cost you very little in terms of tech cost. In practice, that won't almost ever happen. With this function you prevent having tanks around 1200AD or having longbows around 1900AD. So you will hit and develop each era more or less in the timeframe experienced in our world. This also means that it might be better to research some older techs that you would have skipped otherwise than to beeline straight to the most modern techs. For example, Renaissance should start around 1300-1500AD; if you're in year 1000AD and you could research Gunpowder (hence moving to Renaissance) it would cost you many turns. It might be better to get some older techs in the meantime and research Gunpowder once you reach 1200AD because you'll be able to research it faster. I've made it an option that you can turn off because in some scenarios you might want some civs to stay behind while with this function most civs are more or less on the same technological level (hence making harder for humans to overrun other AI civs, which are usually left behind in terms of techs once you reach Renaissance/Industrial).
 


What is the benefit of building a food processing plant? It seems like even worsening the current situation...
 


What is the benefit of building a food processing plant? It seems like even worsening the current situation...
It will be useful when those other buildings that provide you with so much food will get obsolete. Artesian well, for example.
 


What is the benefit of building a food processing plant? It seems like even worsening the current situation...

Food Processing Plant supposed to be better than the buildings it is replacing. Could you post a save game so we could explore? I suspect there are some bugs in the "Actual Effects" display. I know that Modern Granary usually displays +4 health even though MG has the same health bonus (+1/grain resource) as Granary.
 
45°38'N-13°47'E;13578612 said:
I've modified the tech cost function, if you use that option, so that if anyone is too far ahead or too far behind in terms of techs from where it should be (compared to our real world timeline), you get respectively hindered or helped in terms of tech costs. I.E. if you're around 400AD and you are already getting to gunpowder, it will cost you a LOT more than if you were around 1000AD. Or, if you're around 1600 and you still don't have gunpowder, it will cost you very little in terms of tech cost. In practice, that won't almost ever happen. With this function you prevent having tanks around 1200AD or having longbows around 1900AD. So you will hit and develop each era more or less in the timeframe experienced in our world. This also means that it might be better to research some older techs that you would have skipped otherwise than to beeline straight to the most modern techs. For example, Renaissance should start around 1300-1500AD; if you're in year 1000AD and you could research Gunpowder (hence moving to Renaissance) it would cost you many turns. It might be better to get some older techs in the meantime and research Gunpowder once you reach 1200AD because you'll be able to research it faster. I've made it an option that you can turn off because in some scenarios you might want some civs to stay behind while with this function most civs are more or less on the same technological level (hence making harder for humans to overrun other AI civs, which are usually left behind in terms of techs once you reach Renaissance/Industrial).

Oh cool. That's actually a good idea that'll prevent a lot late game boringness for me. Normally by then i'm way ahead of everyone in techs and it's no fun running over nations with fusion tanks while they're still using infantry.
 
Oh cool. That's actually a good idea that'll prevent a lot late game boringness for me. Normally by then i'm way ahead of everyone in techs and it's no fun running over nations with fusion tanks while they're still using infantry.
I suggest you also use flexible difficulty and flexible AI then. ;)
 
45°38'N-13°47'E;13578612 said:
I've modified the tech cost function, if you use that option, so that if anyone is too far ahead or too far behind in terms of techs from where it should be (compared to our real world timeline), you get respectively hindered or helped in terms of tech costs. I.E. if you're around 400AD and you are already getting to gunpowder, it will cost you a LOT more than if you were around 1000AD. Or, if you're around 1600 and you still don't have gunpowder, it will cost you very little in terms of tech cost. In practice, that won't almost ever happen. With this function you prevent having tanks around 1200AD or having longbows around 1900AD. So you will hit and develop each era more or less in the timeframe experienced in our world. This also means that it might be better to research some older techs that you would have skipped otherwise than to beeline straight to the most modern techs. For example, Renaissance should start around 1300-1500AD; if you're in year 1000AD and you could research Gunpowder (hence moving to Renaissance) it would cost you many turns. It might be better to get some older techs in the meantime and research Gunpowder once you reach 1200AD because you'll be able to research it faster. I've made it an option that you can turn off because in some scenarios you might want some civs to stay behind while with this function most civs are more or less on the same technological level (hence making harder for humans to overrun other AI civs, which are usually left behind in terms of techs once you reach Renaissance/Industrial).

Thank you! This mod really has great customer service;)
 
Quick question: Since the trade concept was completely overhauled, does the "Fair trade agreement" do anything at all? An if, what?
 
Quick question: Since the trade concept was completely overhauled, does the "Fair trade agreement" do anything at all? An if, what?

I never understood what that was supposed to do in the first place.

No rivals ever cared if I signed Trade Agreements with the entire world (Despite it saying it might anger them), I never saw any loss/gain in income no matter how much time passed, just.... Nothing really. Unless there's been some changes to the system since I've been absent?



Off-topic a bit, has anyone had Civilization refuse to respond to the Ctrl-M command? It's supposed to stop the soundtrack from playing pressing it once, then restart it the second time you press it (I often use it to cycle through tracks in the Classical until Peloponnesian starts playing, and to skip Industrial/Modern tracks I don't like, or when the music stops playing for some reason - frequently happens in the Ancient/Classical), however lately it just... Seems to not work? Can press Ctrl-M as much as I want and the currently playing track won't stop :confused:
 
Are you guys thinking about implementing the developing leaders mod Caveman 2 Cosmos has in it?
I don't think we will. AND is an almost finished mod and we don't want to add other features which greatly change gameplay.
 
Awhile ago I think Koshling implemented a way to exclude slave specialists from being selected in caveman2cosmos. The game would constantly select slave specialists when a city grew etc. I know you can click on a specialist type and it kinda focuses on it, but often a city will add slave specialists when you don't want it to, particularly when you have just grown or you are building worker/settler/wonder. Anyway, this has always annoyed me, it was a bigger problem in caveman2cosmos, but I was wondering if this feature could added to the game? The ability to exclude certain specialist types from being selected.
 
Please forgive my stupidity but would someone please remind me how to declare war on a civ that will not talk to me?

I am not sure, as I have never had someone not talk to me when not at war, but is it Alt-click on the leader in the civ list in the bottom right corner?
 
I am not sure, as I have never had someone not talk to me when not at war, but is it Alt-click on the leader in the civ list in the bottom right corner?
Correct
 
Well now, this is the first time I've ever gotten a response from the "Brothers at War" event!

I've gotten the event myself quite a few times, but I've never had the AI gift me something when they got it... Oooh and horses! One of the resources that never really spawned nearby me, and the Ottomans have like three sources of it :)
Civ4ScreenShot0009.JPG
 
two ships one square between them. both ships have zoc. his ship can attack me directly. I cannot attack his ship. (or any other of his ships that happen to be adjacent to him).
WHY!!!
 
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