sakesniper
Chieftain
- Joined
- Jul 30, 2006
- Messages
- 24
Cause this 


is ridiculous.




Change bad health from population back to 1 x Population. This will somewhat devalue health resources and Healers, but will speed up the development of all Civs. I hate to imagine what is going to happen to Erebus if/when blight hits. Is this data in an XML file anywhere?
I continue to believe, having played a few games, that slowing down the mid-game using the doubled population unhealth is a very positive outcome for this mod.
Back on the original topic - the work times are a little bit long, but not by much. Buffing the workers with skilled, tools, etc. increases their speed significantly, so that should be taken to account when re-balancing work times.
Makes thinking about my buildorder more important and slows down the tech/growth rate by a lot(Which was sorely needed in my opinion, I don't want to have teched everything and built everything in all my cities before my 3rd war)
Opera, I think a lot of the flak you're getting is because we got the reduced abiltiy to choose improvements and the reduced yields and the bump up in unhealthiness all at once without any warning that I can recall, so it's been quite the shock to the system. I got into a game with the Grigori, with rivers, and got up to population 6 and 7 without a whole lot of difficulty (deer and mushrooms nearby) and 8 pretty much as soon as Adaptive allowed me to add Expansive (which really improved my outlook on life, at least until the earth elementals arrived). Hopefully as we have time to adjust, the reactions may mellow a bit. It's certainly better than 3 food per pop which strangle's cities' ability to recoup population lost to event or vampires. I'm just scared to try the Kuriotates at this point, though.
That said, I half like Merddyin's idea, in that maybe there could be a way to make the first few population only 1 unhealthiness. I'm not sure if that's practically any different from boosting the base healthiness of cities, though. And I certainly don't want to see more than 2 unhealthiness per population.
If we want to address the frequent pillaging of improvements, maybe there's some way we could make pillaged versions of them like with the epic lairs? No yield bonuses or improvement use, but they'd speed up workers rebuilding the former improvement.