Hydromancerx
C2C Modder
@Hydro
I confirmed it. It's beacuse 1from ObsoleteSafeCommerceChanges tag offset -1
.
I will just have to take out the -1
since the museum can actually make money.@Hydro
I confirmed it. It's beacuse 1from ObsoleteSafeCommerceChanges tag offset -1
.
since the museum can actually make money.
, meaning wealth, sitting around the more likely other people will try to relieve you of it... or spend it themselves.
,
, or
) is going to attract all kinds of attention by others. Raiders and theives will come after your
and stuff. Beggers will flood in looking for hand outs. People will jump the borders to get their chunk of your pie.
sitting around. Nobels will spend it on their own pet projects... which may be useless statues/monuments of/to themselves or useful things like spending stupid huge amounts of
to add culture to buildings and wonders or spends 10 times your turn pre
/
/
in
on researching a 1% of a tech you can't actually research yet (due to lack of required techs, won't that be useful in 5-10,000 turns!) Maybe some 'do-gooder' trust fund baby just spend twice the rush
cost on upgrade some random barbarian city with a random building.
sitting around is the have people decide to spend it for you... try making a specialist 'Beggar' that adds -
to the city and maybe a negative
or
cost. You get these in random cities when you get X times your unmodded
per turn in the bank.
you have relative to your pre
/
/
modified
rate:, your active borders civic (closed lowers the spawn chance, open raises it, no borders will heavily increase the spawn rate.) Having less
relative to your per turn generation rate with make them leave or morph into something that actually adds to the city... in short the lack of hand outs means they either leave or get a job. That or they disappear and add some population progress to the city.I realize some of this requires events and is not the skill set of the C2C staff apparently... but has anyone considered the problem is that the populous is acting unrealistally? What I mean is that the more, meaning wealth, sitting around the more likely other people will try to relieve you of it... or spend it themselves.
Realistically a civiliation with hundreds of times its annual income (before spending anything on,
, or
) is going to attract all kinds of attention by others. Raiders and theives will come after your
and stuff. Beggers will flood in looking for hand outs. People will jump the borders to get their chunk of your pie.
From inside your Civ people should be deciding on things to spend your money on... as you can't if you have that muchsitting around. Nobels will spend it on their own pet projects... which may be useless statues/monuments of/to themselves or useful things like spending stupid huge amounts of
to add culture to buildings and wonders or spends 10 times your turn pre
/
/
in
on researching a 1% of a tech you can't actually research yet (due to lack of required techs, won't that be useful in 5-10,000 turns!) Maybe some 'do-gooder' trust fund baby just spend twice the rush
cost on upgrade some random barbarian city with a random building.
A way to nerf stupid hugesitting around is the have people decide to spend it for you... try making a specialist 'Beggar' that adds -
to the city and maybe a negative
or
cost. You get these in random cities when you get X times your unmodded
per turn in the bank.
That or make them super specialists that spawn when you pass a turn and automatically attach to a city before you can respond. The chance for them to spawn is altered by how muchyou have relative to your pre
/
/
modified
rate:, your active borders civic (closed lowers the spawn chance, open raises it, no borders will heavily increase the spawn rate.) Having less
relative to your per turn generation rate with make them leave or morph into something that actually adds to the city... in short the lack of hand outs means they either leave or get a job. That or they disappear and add some population progress to the city.

Personally since the recent changes of just -1:gold" for "civic" buildings I have been hovering between 80% to 30% science. Has anyone else had excess gold problems since the change?
Personally since the recent changes of just -1:gold" for "civic" buildings I have been hovering between 80% to 30% science. Has anyone else had excess gold problems since the change?
to a bunch of buildings would do the trick. I was expecting to have to give more -
to specific buildings (I still may have to in the future). I am probably not going to change it until after v18 is out so the general public can test with only -1
to buildings.
is good so far. Had to lower Science to 40% at one point with the animals I had subdued. With 3 cities now, capital at size 6, my income is slowly improving, but still at 70% Science. Will see how things work out into the Classical age.We now have an event modder.![]()


and 20% of
. Additionally I'd add :angry: for every say 10% of non-offset crime. In a size 1 city this should be more like 2%. You could offset that by generating
in the city, say 1
reduces crime waste by 0.5%.
for living in a safe police state
) - in any case it would allow for a choice as to whether to use the espionage slider or rely on local buildings to reduce crime - there will be some tipping point...
Also to reflect the need for propaganda at home and on the front I'd make the culture slider affect war weariness, in that it reduces WW at a certain steady rate every turn, the higher the culture rate is the more.
sitting around it should increase the rate of
gained on techs that are already researched. Or maybe just give the most common tech you don't have researched
points every turn. A
point for every extra
point you have for every Civ, you are in contact with, that has that tech already. It only works on one tech at a time.
guys sitting around with nothing to do validating their pay checks with... so they start gathering stories and rumours about how great tech X is. This should help make all those 2-3 city rebel groups do something besides take up processor bandwidth, whine and beg for my techs, and make other groups mad I'm not declaring war on some group I've never heard of in some far cornor of the world, I've never seen before.
, how about once you have all the gold/copper/iron/silver smiths built you get a further option build a unit 'X smith' that blings up random buildings increasing their culture and per turn gold cost, but cost
takes several turns and sacrifices the units. Limited national units for control. Same with stone/marble/obsidian. This seems like a realistic thing Civs with too much
would spend it on. You can only build said units build them in places with that kind of smith/mason. Increase turns
cost for distance from material source.
to
I think would be better off as a building type. Such as giving building like the intelligence agency this ability. It could work like the arena were it converts X% of
into
. But in this case it would be X% of
into
. What do you guys think?@Necratoid
This concept ofto
I think would be better off as a building type. Such as giving building like the intelligence agency this ability. It could work like the arena were it converts X% of
into
. But in this case it would be X% of
into
. What do you guys think?
then you're supposed to be using Spies on Spy Missions. The "extra" points you have applies to espionage defense and improves how much access you have to AI cities/information. So I wouldn't say they are sitting on their thumbs 
penalty in the early game would also make moving the sliders more of an option, since you are only giving up 0.75
per
. And with more buildings having -
yields now, you could build a building that gives you +1
-1
, then change your sliders to make +1
more and come out ahead.Playing through my v17 (not currently using the SVN system at the moment), I've come across one thing that I think makes a huge difference in the speed of the game, both in the rate at which science is researched and the rate at which gold can be earned when not at 100% science, and that is the number of +trade route civics available in the early game. In particulary, it seems as though every since AI nation takes Open Borders as soon as it's available, because +2 trade routes is huge when you really only have 1 or 2 per city already. I can see wanting to make sure that the Open Borders civic is desirable, but personally, it seems like this is a bit too much of a push for it. There are a number of other civics that also give benefits to economy, and then have +trade route bonus on top of it. With these scaled back a bit, it might help alleviate the issue of teching up too fast that some people are having, as well as help keep gold production in balance.
I still have the problem with techs happening to fast.
Sorry if you said already, but what speed do you play on?
Snail.
benefit for the language civic. Right now it goes 5%, 10%, 25%, 50%, 100%, maybe we could reduce in half to say 2%, 5%, 10%, 25%, 50%. What do you think? It would still give a science benefit but at around half the rate of before.