Guide to Properties (crime, pollution, disease, flammability, tourism)

Rwn

King
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Property is a new concept in C2C that is sometimes hard to understand. Here's an in-depth guide to make them easier to understand.

Note: this was done with v35 SVN 8549 (28/05/2015) and might not be fully up-to-date for later versions.


Flammability

Flammability is the easiest property to understand: the city's flammability is the sum of the flammability properties of its buildings.

A certain level of flammability is required for certain events to happen:
  • 5 Flammability : City fire 1
  • 25 Flammability : City fire 2
  • 50 Flammability : City fire 3
  • 100 Flammability : City fire 4
  • 150 Flammability : City fire 5
  • 25 Flammability : Cigarette smoker (lose a bit of gold or the theatre in a city)
  • 50 Flammability : Industrial fire (lose a bit of gold or the factory in a city)

City fires event offer different choices:
  1. Lose a random building, with the more flammability the building has, the more likely it will be picked.
  2. 10% chance to lose in addition to the first building a another building destroyed the same way
  3. 20% chance to lose in addition to the first building (Flammability/10) more buildings
  4. 40% chance to lose in addition to the first building (Flammability/5) more buildings as well as some pop
  5. 80% chance to lose in addition to the first building (Flammability/5) more buildings as well as some pop

City Fire 1 only has the first option.
City Fire 2 has the first option in exchange for gold, or the 2nd one if you don't pay.
City Fire 3 has the first three options with a decreasing amount of gold cost.
City Fire 4 has options 2-4 with a decreasing amount of gold cost.
City Fire 5 has options 3-5 with a decreasing amount of gold cost.

In my experience, these events remain quite rare even if you happily build many flammable buildings, so don't worry too much about flammability.


Education

Education is more complex as it is generated by some buildings while being simultaneously consumed.

Each turn, a given city's education score is modified the following way:
  1. Reduce the total education by 4%. This applies to positive or negative education, so it'll trend towards 0.
  2. Decrease education by the city's population, so a size 10 city will lose 10 education per turn (in addition to the decay). This is modified by the difficulty level, especially in Nightmare mode where Prince level doubles this loss, Monarch triples it, etc.
  3. Add the education provided by the buildings in the city and your civics

In time, education will slowly move towards a certain limit and remain at that level until you add more buildings or you population changes. This limit is given by the following table, with the amount of education generated by buildings in the first column and the pop decrease in the first line (so if you have a size 10 city, it'll be the "-10" column, unless you're in Nightmare/Prince in which case this column is for a size 5 city, etc.):



-2​
-4​
-6​
-8​
-10​
-12​
-14​
-16​
-18​
-20​
0​
-50​
-100​
-150​
-200​
-250​
-300​
-350​
-400​
-450​
-500​
1​
-25​
-75​
-125​
-175​
-225​
-275​
-325​
-375​
-425​
-475​
2​
0​
-50​
-100​
-150​
-200​
-250​
-300​
-350​
-400​
-450​
3​
25​
-25​
-75​
-125​
-175​
-225​
-275​
-325​
-375​
-425​
4​
50​
0​
-50​
-100​
-150​
-200​
-250​
-300​
-350​
-400​
5​
75​
25​
-25​
-75​
-125​
-175​
-225​
-275​
-325​
-375​
6​
100​
50​
0​
-50​
-100​
-150​
-200​
-250​
-300​
-350​
7​
125​
75​
25​
-25​
-75​
-125​
-175​
-225​
-275​
-325​
8​
150​
100​
50​
0​
-50​
-100​
-150​
-200​
-250​
-300​
9​
175​
125​
75​
25​
-25​
-75​
-125​
-175​
-225​
-275​
10​
200​
150​
100​
50​
0​
-50​
-100​
-150​
-200​
-250​
11​
225​
175​
125​
75​
25​
-25​
-75​
-125​
-175​
-225​
12​
250​
200​
150​
100​
50​
0​
-50​
-100​
-150​
-200​
13​
275​
225​
175​
125​
75​
25​
-25​
-75​
-125​
-175​
14​
300​
250​
200​
150​
100​
50​
0​
-50​
-100​
-150​
15​
325​
275​
225​
175​
125​
75​
25​
-25​
-75​
-125​
16​
350​
300​
250​
200​
150​
100​
50​
0​
-50​
-100​
17​
375​
325​
275​
225​
175​
125​
75​
25​
-25​
-75​
18​
400​
350​
300​
250​
200​
150​
100​
50​
0​
-50​
19​
425​
375​
325​
275​
225​
175​
125​
75​
25​
-25​
20​
450​
400​
350​
300​
250​
200​
150​
100​
50​
0​



For example, if you generate 10 education per turn in a city that consumes 6 per turn, your education will trend toward +100.

Quick tip to find out what's your education limit: take the difference between your education generated and the consumption from pop (10 - 6 in the example above) and multiply that by 25.

Education will unlock certain bonuses/maluses depending on its current level. The cumulative bonuses granted by each education level are given on the table below:

EducationLast education levelPrereq Tech%:food:%:hammers:%:commerce:%:science::science:Free Specialists%Trade modifier%food needed% GP birth% GG birth%War exhaustionFlammabilityCrimeDisease
<=-10000Education (Idiocracy)TECH_SINGULARITY
-50​
-50​
-50​
-50​
-30​
-4​
-55​
-55​
-100​
-5​
-55​
30​
55​
55​
-5000 to -9999Education (Preposterous)TECH_HUMAN_MACHINE_INTERFACE
-45​
-45​
-45​
-45​
-25​
-3​
-45​
-45​
-81​
-4​
-45​
25​
45​
45​
-2500 to -4999Education (Ridiculous)TECH_KNOWLEDGE_MANAGEMENT
-40​
-40​
-40​
-40​
-20​
-3​
-36​
-36​
-64​
-4​
-36​
20​
36​
36​
-1000 to -2499Education (Dimwitted)TECH_COMPULSORY_EDUCATION
-35​
-35​
-35​
-35​
-16​
-3​
-28​
-28​
-49​
-3​
-28​
16​
28​
28​
-500 to -999Education (Farcical)TECH_EDUCATION
-30​
-30​
-30​
-30​
-12​
-2​
-21​
-21​
-36​
-3​
-21​
12​
21​
21​
-250 to -499Education (Moronic)TECH_LITERATURE
-25​
-25​
-25​
-25​
-9​
-2​
-15​
-15​
-25​
-2​
-15​
9​
15​
15​
-100 to -249Education (Absurd)TECH_SPECIALIZATION
-20​
-20​
-20​
-20​
-6​
-2​
-10​
-10​
-16​
-2​
-10​
6​
10​
10​
-50 to -99Education (Senseless)TECH_SEDENTARY_LIFESTYLE
-15​
-15​
-15​
-15​
-4​
-1​
-6​
-6​
-9​
-1​
-6​
4​
6​
6​
-25 to -49Education (Foolish)TECH_ORAL_TRADITION
-10​
-10​
-10​
-10​
-2​
-1​
-3​
-3​
-4​
-1​
-3​
2​
3​
3​
-10 to -24Education (Unaware)-
-5​
-5​
-5​
-5​
-1​
-1​
-1​
-1​
-1​
-1​
1​
1​
1​
10 to 24Education (Intuitive)-
5​
5​
5​
5​
1​
1​
1​
5​
1​
1​
-1​
-1​
-1​
25 to 49Education (Brilliant)TECH_ORAL_TRADITION
10​
10​
10​
10​
2​
1​
3​
10​
4​
1​
3​
-2​
-3​
-3​
50 to 99Education (Cultivated)TECH_SEDENTARY_LIFESTYLE
15​
15​
15​
15​
4​
1​
6​
15​
9​
1​
6​
-4​
-6​
-6​
100 to 249Education (Knowledgeable)TECH_SPECIALIZATION
20​
20​
20​
20​
6​
2​
10​
20​
16​
2​
10​
-6​
-10​
-10​
250 to 499Education (Acumen)TECH_LITERATURE
25​
25​
25​
25​
9​
2​
15​
30​
25​
2​
15​
-9​
-15​
-15​
500 to 999Education (Scholarly)TECH_EDUCATION
30​
30​
30​
30​
12​
2​
21​
40​
36​
3​
21​
-12​
-21​
-21​
1000 to 2499Education (Enlightened)TECH_COMPULSORY_EDUCATION
35​
35​
35​
35​
16​
3​
28​
50​
49​
3​
28​
-16​
-28​
-28​
2500 to 4999Education (Cosmopolitan)TECH_KNOWLEDGE_MANAGEMENT
40​
40​
40​
40​
20​
3​
36​
65​
64​
4​
36​
-20​
-36​
-36​
5000 to 9999Education (Wunderkind)TECH_HUMAN_MACHINE_INTERFACE
45​
45​
45​
45​
25​
3​
45​
80​
81​
4​
45​
-25​
-45​
-45​
>=10000Education (Mastermind)TECH_SINGULARITY
50​
50​
50​
50​
30​
4​
55​
100​
100​
5​
55​
-30​
-55​
-55​


So if you have 80 education, you'll have Education (Intuitive), Education (Brilliant) and Education (Cultivated) which together add 15% food, hammers, etc.

Note that high education actually increase the amount of food needed to grow. Also remember that the different levels (both positive and negative) are unlocked by techs so there's no real need to push your education too high early on (or fear about it getting too low early on).

As you can see, education has a drastic effect and you should always aim at the very least for a positive education.

Finally, the education level in your capital has also an impact on the Anarchy duration (cumulative 5% per positive education level or -5% per negative education level).


Tourism

Tourism's mechanics are the same as Education; each turn it's modified the following way:
  1. Reduce the total by 4%. This applies to positive or negative tourism, so it'll trend towards 0.
  2. Decrease by the city's population, so a size 10 city will lose 10 tourism per turn (in addition to the decay).
  3. Add the tourism provided by the buildings in the city

The same trick to calculate limit education also applies to tourism (25 times the difference between tourism provided and city pop).

Tourism has the following effects (only the cumulative effect is displayed here, not the individual effect of each Tourism level):

TourismLast Tourism level%:gold:%:culture::)CrimeDiseaseAir pollutionWater pollution
10 to 24Tourism (Level 1)
10​
10​
1​
10​
5​
5​
5​
25 to 49Tourism (Level 2)
20​
20​
2​
20​
10​
10​
10​
50 to 99Tourism (Level 3)
30​
30​
3​
30​
15​
15​
15​
100 to 249Tourism (Level 4)
40​
40​
4​
40​
20​
20​
20​
250 to 499Tourism (Level 5)
50​
50​
5​
50​
25​
25​
25​
500 to 999Tourism (Level 6)
60​
60​
6​
60​
30​
30​
30​
1000 to 2499Tourism (Level 7)
70​
70​
7​
70​
35​
35​
35​
2500 to 4999Tourism (Level 8)
80​
80​
8​
80​
40​
40​
40​
5000 to 9999Tourism (Level 9)
90​
90​
9​
90​
45​
45​
45​
>= 10000Tourism (Level 10)
110​
110​
10​
100​
50​
50​
50​

There's no penalty to having negative tourism (apart from needing more to reach a positive value later on).



Disease

Disease (as well as Crime and Pollution) work a bit like Education and Tourism, but with added complexity due to diffusion.

Disease is modified each turn the following way:
  1. Reduce the total by 4%. This applies to positive or negative disease, so it'll trend towards 0.
  2. Diffuse the total to nearby tiles (see below)
  3. Increase by the city's population, so a size 10 city will get 10 disease per turn (in addition to the decay).
  4. Decrease (or increase) by the disease provided by the buildings in the city and your civics

Diffusion means that some disease on a tile is transferred to nearby tiles that have less disease. The amount transferred is equal to 5% of the difference for a diffusion from a city tile, to 20% for a diffusion towards a city tile and 4% between two non-city tiles. Disease can only spread on tiles owned by someone.

Like education and tourism, the disease level in a city will theoretically trend towards a limit of 25 times the disease produced by various sources. However, due to diffusion, it'll take much more time to actually reach that limit (since other tiles act as buffer and also "store" disease) and diffusion from other cities may alter the actual limit (so if you have a very diseased city, its disease will slowly contaminate nearby city and increase their theoretical limit).

Disease only has an effect on cities; disease on plots only "store" it for it to eventually diffuse again to cities later on if their disease level decreases. Negative disease has no effect, but positive disease leads to actual disease "buildings" appearing in the city:

Min disease levelDiseasePrereq TechPrereq BonusPrereq PestObsolete tech:health::)Special
1​
Disease (Common Cold)
-1​
50​
Disease (Scurvy)Modern Health Care
-1​
+1 health with Lemon bonus
50​
Disease (Dysentery)Modern Health Care
-3​
+1 health with Sanitation and Modern Sanitation techs
100​
Disease (Swine Flu)PigSmart Drugs
-1​
100​
Disease (Bird Flu)Poultry or ParrotSmart Drugs
-1​
100​
Disease (Anthrax)Sheep or CowSmart Drugs
-1​
100​
Disease (Cholera)WaterworksSmart Drugs
-4​
+1 health with Sanitation and Modern Sanitation techs
100​
Disease (Diphtheria)TradeMedicine
-2​
100​
Disease (HIV)GeneticsHomo Superior
-5​
-2​
100​
Disease (Leprosy)Crop RotationModern Health Care
-2​
-1​
100​
Disease (Measles)AnatomyModern Health Care
-3​
100​
Disease (Scarlet Fever)BiologySmart Drugs
-3​
150​
Disease (Malaria)MosquitoesModern Health Care
-4​
150​
Disease (Typhoid Fever)Sedentary LifestyleAntibiotics
-3​
-1​
+1 health with Sanitation tech
200​
Disease (Bubonic Plague)Agricultural toolsFleasModern Health Care
-5​
-2​
200​
Disease (Smallpox)Sedentary LifestyleAntibiotics
-5​
-2​

Air and Water pollution

Air Pollution and Water Pollution works pretty much the same way as Disease, except that:
- Air pollution can diffuse to non-owned tiles but won't diffuse on peaks or ocean tiles.
- Water pollution can only diffuse into tiles with either water, a city or a farm on it. It won't diffuse on ocean tiles.

Here are the effects of water pollution (non-cumulative so if you're at 500 pollution, you'll have to add the effects of Minor Groundwater Pollution, Moderate Groundwater Pollution and if the city is on a river tile, Minor River Pollution):

Min pollutionPollutionRequires waterRequires river:health::):food:Sea plot:food:Sea plot:commerce:River plot:food:River plot:commerce:Disease
400​
Pollution (Minor Groundwater Pollution)
-1​
5​
450​
Pollution (Moderate Groundwater Pollution)
-2​
-1​
10​
500​
Pollution (Minor River Pollution)yes
-1​
-1​
-1​
5​
550​
Pollution (Minor Coastal Pollution)yes
-1​
-1​
-1​
5​
650​
Pollution (Major Groundwater Pollution)
-3​
-2​
15​
700​
Pollution (Moderate River Pollution)yes
-2​
-1​
-2​
-2​
10​
750​
Pollution (Moderate Coastal Pollution)yes
-2​
-1​
-2​
-2​
10​
800​
Pollution (Red Tide)yes
-2​
-5​
5​
850​
Pollution (Major Coastal Pollution)yes
-3​
-2​
-3​
-3​
15​
900​
Pollution (Major River Pollution)yes
-3​
-2​
-3​
-3​
15​
950​
Pollution (Toxic Hydrosphere)
-10​
-10​
-10​
-10​
20​

Here are the effects of air pollution (again, non-cumulative):

Min pollutionPollutionDestroys building:health::):food:Sea plot:food:Disease
400​
Pollution (Light Smog)
-1​
5​
450​
Pollution (Moderate Smog)
-2​
-1​
10​
500​
Pollution (Minor Global Warming)
-1​
550​
Pollution (Minor Ozone Depletion)Ozone generator
-1​
5​
600​
Pollution (Acid Rain)Deacidification station
-2​
-5​
10​
650​
Pollution (Heavy Smog)
-3​
-2​
15​
750​
Pollution (Moderate Global Warming)
-2​
-1​
750​
Pollution (Moderate Ozone Depletion)Ozone generator
-2​
-1​
10​
800​
Pollution (Reef Bleaching)
-2​
-5​
850​
Pollution (Major Ozone Depletion)Ozone generator
-3​
-2​
15​
900​
Pollution (Major Global Warming)
-3​
-2​
950​
Pollution (Toxic Atmosphere)
-10​
-10​
-10​
-10​
20​
1000​
Pollution (Blackened Skies)
-20​
-20​
-20​
-20​
25​

The thresholds for pollution effects are quite high, so in most of the early and mid-game you shouldn't have to worry about pollution.


Crime

Crime works the same way as Disease with regards to decay and diffusion, with the only exception that the population effect is higher (Nightmare/Prince generate 4 crime per pop, Nightmare/Emperor 5 per pop)

As pop effect and sources of crime are usually higher than for the other properties (typically five times), expect your Crime rate to reach much higher (or lower) values.

When Crime reaches a certain level in your city, new "Crime" buildings will appear - Murder, Pickpocket, etc. Most of those buildings are unlocked at specific techs (not just by Crime level) so you may find yourself with a big hit on your economy after researching a tech due to a range of Crime building suddenly appearing.

There are many, many crime building with various prerequisites, maluses and even bonuses; the list below just gives the main effects for all crimes (sorted chronologically by unlock tech) to keep things readable.

Prereq techMin CrimeCrime:health::):gold:%:hammers:%:commerce:%:gold:%:science:%:culture:%:espionage:
515​
Crime (Kidnapping)
-3​
525​
Crime (Rape)
-2​
-3​
700​
Crime (Murder)
-6​
-3​
Scavenging
275​
Crime (Mugging)
-3​
-2​
-10​
Shelter Building
325​
Crime (Burglary)
-2​
-5​
Cultural Identity
1350​
Crime (Sectarian Violence)
-40​
-20​
Personal Adornment
35​
Crime (Pickpocketing)
-1​
-1​
Personal Adornment
340​
Crime (Identity Theft)
-1​
-15​
Barter
160​
Crime (Shoplifting)
-1​
-2​
Warfare
300​
Crime (Fighting)
-3​
-2​
Barter
475​
Crime (Bribery)
-2​
-20​
Warfare
500​
Crime (Gangs)
-5​
-3​
-10​
Warfare
920​
Crime (Looting)
-3​
-50​
-20​
Warfare
1050​
Crime (Rioting)
-20​
-8​
-50​
-30​
-30​
Warfare
1100​
Crime (Gang Warfare)
-12​
-4​
Fire Making
250​
Crime (Arson)
-2​
-2​
Chiefdom
1070​
Crime (Power Struggles)
-2​
-4​
Conduct
725​
Crime (Corruption)
-3​
-20​
-30​
Trade
1​
Crime (Soliciting)
-2​
Fermentation
30​
Crime (Public Intoxication)
-1​
Trade
425​
Crime (Black Markets)
-4​
-2​
-10​
-20​
Oratory
25​
Crime (False Accusations)
-1​
Writing
75​
Crime (Forgery)
-1​
-5​
Currency
70​
Crime (Blackmail)
-1​
Currency
100​
Crime (Counterfeiting)
-1​
-15​
Currency
140​
Crime (Extortion)
-2​
Alphabet
175​
Crime (Illegal Immigration)
-2​
-10​
Military Training
460​
Crime (Military Desertion)
-2​
Currency
1320​
Crime (Rogue Mercenaries)
-4​
Code of Laws
500​
Crime (Vigilantism)
1​
-5​
-20​
Drug Trade
450​
Crime (Drugs)
-5​
-2​
-30​
Drug Trade
1180​
Crime (Drug Cartels)
-30​
-12​
Sanitation
10​
Crime (Littering)
-1​
-1​
-1​
Aesthetics
20​
Crime (Graffiti)
-1​
Insurance
120​
Crime (Insurance Fraud)
-1​
-10​
Papacy
42​
Crime (Flashing)
-1​
Usury
90​
Crime (Embezzlement)
-1​
-10​
Usury
180​
Crime (Tax Evasion)
-1​
-20​
Surveying
75​
Crime (Tresspassing)
-1​
Banking
350​
Crime (Bank Robbery)
-2​
-1​
-25​
Matchlock
620​
Crime (Armed Communities)
-3​
-1​
Corporation
300​
Crime (Money Laundering)
-2​
-25​
Corporation
530​
Crime (Corporate Manslaughter)
-6​
-2​
-15​
Stock Brokering
220​
Crime (Insider Trading)
-2​
-10​
Stock Brokering
550​
Crime (Stock Market Rigging)
-2​
-50​
Constitution
900​
Crime (Prison Breakouts)
-3​
Emancipation
1000​
Crime (Human Trafficking)
-4​
-6​
Military Tradition
450​
Crime (Insubordination)
-2​
Wildlife Conservation
600​
Crime (Poaching)
-2​
-2​
Modern Sanitation
10​
Crime (Toilet Papering)
-1​
Labor Union
60​
Crime (Welfare Fraud)
-1​
-5​
Labor Union
310​
Crime (Racketeering)
-2​
-5​
Labor Union
520​
Crime (Child Labor)
-1​
-2​
-15​
-15​
Semi-Automatic Weapons
840​
Crime (Gun Rampage)
-3​
-6​
Women's Suffrage
50​
Crime (Sexual Harassment)
-1​
Women's Suffrage
240​
Crime (Domestic Violence)
-1​
-2​
Motorized Transportation
50​
Crime (Drunk Driving)
-1​
-1​
-5​
Motorized Transportation
130​
Crime (Car Chase)
-1​
-1​
-5​
Motorized Transportation
400​
Crime (Car Theft)
-2​
-15​
Motorized Transportation
1125​
Crime (Car Bombing)
-3​
-4​
-5​
Compulsory Education
55​
Crime (Truancy)
-1​
-5​
Flight
1300​
Crime (Aircraft Hijacking)
-4​
-8​
-10​
Automatic Weapons
650​
Crime (Weapons Trafficking)
-6​
-1​
Automatic Weapons
950​
Crime (Organized Crime)
-8​
-6​
-10​
-20​
Applied Economics
410​
Crime (Ponzi Schemes)
-2​
-30​
-10​
Modern Health Care
190​
Crime (Elder Abuse)
-3​
-1​
Modern Health Care
560​
Crime (Medical Fraud)
-6​
-2​
-10​
Modern Health Care
580​
Crime (Organ Trafficking)
-6​
-1​
Personal Computers
150​
Crime (Hacking)
-1​
-5​
-5​
-5​
Minority Rights
250​
Crime (Hate Crime)
-2​
-2​
-10​
Ecology
200​
Crime (Animal Abuse)
-1​
Ecology
600​
Crime (Environmental Dumping)
-8​
-3​
Modern Sports
350​
Crime (Sports Riots)
-4​
-2​
-10​
Fiber Optics
15​
Crime (Online Piracy)
1​
-2​
Fiber Optics
100​
Crime (Internet Fraud)
-1​
-10​
Genetics
380​
Crime (Gene Forgery)
-2​
-15​
Urban Culture
780​
Crime (School Shootings)
-3​
-4​
Cloud Computing
15​
Crime (Malware)
-1​
-10​
-5​
-20​
Cloning
870​
Crime (Unlicensed Cloning)
-2​
-4​
-10​
Online Community
10​
Crime (Cyberbullying)
-1​
Cyberwarfare
820​
Crime (Cyberwarfare)
-2​
-40​
-20​
-100​
Personal Robots
750​
Crime (Asimov Tampering)
-1​
-2​
Mind Uploading
1280​
Crime (Illegal Brainwashing)
-2​
-6​
-200​
Time Travel
1500​
Crime (Timeline Tampering)
-20​
-50​
-50​
-50​
-50​
 
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Wow great work!!

Probably not the place to discuss but I don't think Tourism works as a property!
 
:hatsoff:

You've really put some time and effort into this! :thumbsup:

There are a couple of the "properties" that have a starting value of 1. I have argued in the past that 1 was too low, even for the Common Cold as an example. And that a value of 10 would be better gameplay for those that start at 1. But Hydro had other ideas, as usual since he made them.

JosEPh :)
 
Looking at the education chart, I can see the first positive and negative levels of education should probably have 0 free specialists both ways.
 
Looking at the education chart, I can see the first positive and negative levels of education should probably have 0 free specialists both ways.

YES! Maybe even the first two...?


Also great work Rwn! :goodjob:

And you can also clearly see that diseses needs to be spread out WAY more. Having them shown up all at 100 is not fun at all.

Then I saw in another thread that Rwn listed features that are not as good developed as they could (and should!) be because they are just not fun. Especially for the pests, I suggested a couple of things that can fight / delete them. Like Cats have a bonus on (Pest) Rats, there could be pesticides, regulations, chemicals etc that can counter or completely delete certain pests so you can at least fight them! I forget which one, but I know AIAndy added a Tag that works as a negative requirement, iE "If you have X in your city (can be a resource, a civic, a building, Coast, River...), you can't build Y.
 
Very useful article. Thank you for that.

However, it is a bit vague on the effects of the combination of difficulty level (with nightmare either on or off) and population size.

To quote: "Nightmare/Prince generate 4 crime per pop, Nightmare/Emperor 5 per pop"
makes it difficult to guess reliably the effect of the other difficulties.

A table or exact formula where it is possible choose the difficulty level and population size, and get the exact malus from population would make it clearer.
 
Very useful article. Thank you for that.

However, it is a bit vague on the effects of the combination of difficulty level (with nightmare either on or off) and population size.

To quote: "Nightmare/Prince generate 4 crime per pop, Nightmare/Emperor 5 per pop"
makes it difficult to guess reliably the effect of the other difficulties.

A table or exact formula where it is possible choose the difficulty level and population size, and get the exact malus from population would make it clearer.

You can check my first message in this thread and look at the last line of the "packed-up" table. I don't know if it changed since (probably not) and with Nightmare you should add two columns.

I don't know why Education isn't in the table (either an overview from my part or it was added later), but the sink per pop is 1 under Prince, 2 at Prince and increases by 1 every two difficulty levels (again, Nightmare should be equivalent to 2 difficulty levels).
 
YES! Maybe even the first two...?


Also great work Rwn! :goodjob:

And you can also clearly see that diseses needs to be spread out WAY more. Having them shown up all at 100 is not fun at all.

Then I saw in another thread that Rwn listed features that are not as good developed as they could (and should!) be because they are just not fun. Especially for the pests, I suggested a couple of things that can fight / delete them. Like Cats have a bonus on (Pest) Rats, there could be pesticides, regulations, chemicals etc that can counter or completely delete certain pests so you can at least fight them! I forget which one, but I know AIAndy added a Tag that works as a negative requirement, iE "If you have X in your city (can be a resource, a civic, a building, Coast, River...), you can't build Y.
I suppose it could be (add negatives before all numbers for the other end of things):
lvl 1: 0
lvl 2: 0
lvl 3: 1
lvl 4: 1
lvl 5: 2
lvl 6: 2
lvl 7: 3
lvl 8: 3
lvl 9: 4
lvl 10: 4 (or perhaps even 5)
 
I was wondering about Tourism and Flammability, so this guide is incredibly useful. Thanks for putting everything together. One question: I'm not using the SVN, but rather the latest downloadable version, and I'm not seeing any effects of Tourism on my game. Is Tourism a recent addition to the mod, so it wouldn't work with my version, or does this belong in the 'Bugs' forum?
 
Can you copy your post in the ingame Pedia so people can find it more easily?

Sure, though it'd probably need some adjustments to be adapted to the Pedia format.

Regarding the adjustements to Education, I'd go for a much more radical overhaul (it's very easy to get far too powerful effects), but I'll leave that for another discussion ;)
 
Regarding the adjustements to Education, I'd go for a much more radical overhaul (it's very easy to get far too powerful effects), but I'll leave that for another discussion ;)

I'm really excited what you are about to do to the mod :D
 
I still want to argue against the flat :gold: penalties for crime while Tourism, and education use :gold: % modifiers. I see no logic in a small city getting hit with the same :gold: loss as that of a megalopolis for the same crimes.
 
I still want to argue against the flat :gold: penalties for crime while Tourism, and education use :gold: % modifiers. I see no logic in a small city getting hit with the same :gold: loss as that of a megalopolis for the same crimes.

And I still agree with you. Just sayin'.
 
I still want to argue against the flat :gold: penalties for crime while Tourism, and education use :gold: % modifiers. I see no logic in a small city getting hit with the same :gold: loss as that of a megalopolis for the same crimes.

That sounds totally reasonable to me aswell. There is even a tag for :mad: and :yuck: based on population.
 
Pests were not included in the Disease calculations Table, or should have their own table?

The design for 6-8 Pest problems to hit a city that just turns size 6 is very poorly done. The City will Immediately will have 6 :mad: citizens and you will have to scramble to add both Happiness buildings And Disease mitigating buildings for a double wammy. This is really exposed when you capture cities or have new frontier cities on a different landmass that reach pop 6.

These Pests should not all come at once. But should be staggered. I think we have several city pop levels that release new properties/things (for want of the right word) such as 6 and 13. Why not split this group of 8 total (iirc) Pest groups up?

As soon as the messages upper middle Main screen start posting:
Pest Ticks in Kansas City
Pest Lice In Kansas city
Pests Bedbugs in K.C.
Pests Mosquitos " "
Pests Crows ""
yada, yada yada

You know that city is in the toilet for anything productive. One thing to be Glad over is to hope that it doesn't happen to a frontier or border city during war time.

JosEPh
 
Pests were not included in the Disease calculations Table, or should have their own table?

The design for 6-8 Pest problems to hit a city that just turns size 6 is very poorly done. The City will Immediately will have 6 :mad: citizens and you will have to scramble to add both Happiness buildings And Disease mitigating buildings for a double wammy. This is really exposed when you capture cities or have new frontier cities on a different landmass that reach pop 6.

These Pests should not all come at once. But should be staggered. I think we have several city pop levels that release new properties/things (for want of the right word) such as 6 and 13. Why not split this group of 8 total (iirc) Pest groups up?

As soon as the messages upper middle Main screen start posting:
Pest Ticks in Kansas City
Pest Lice In Kansas city
Pests Bedbugs in K.C.
Pests Mosquitos " "
Pests Crows ""
yada, yada yada

You know that city is in the toilet for anything productive. One thing to be Glad over is to hope that it doesn't happen to a frontier or border city during war time.

JosEPh

Yes. This
 
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