I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?
I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?
Before slaves were rebalanced the slavery worldview used o be a really good thing to have. Now, no so much. Because the AI has no way at all to determine the value of the worldviews it just assumes that they are all (at least marginally) good. Consequently it will always adopt them as it is able to. If the rebalancing makes this bad then that's an issue for the AI - in my view they should be balanced such that they are more-or-less neutral (gains from the extra abilities balance the downsides in most situations). Otherwise I need someone to come up with a set of rules we can use that would be an appropriate when-to-use decision criteria for the AI (and it needs to be generic with nothing but XML to go on, and work for all worldviews).
You can't. I'll post a fix to the beta (SVN) soon.
I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?
There is the option to emphasize other specialists by clicking on them (not the minus or plus). That should make them more valuable in the eyes of the governor.btw can you somehowtweak the automatic city governor regarding specialists? I don't use slavery anymore because the AI governor emphasizes slaves way too much to my taste and I have to be constantly micromanaging..