embryodead-
Unbalanced? I think it's fine. Actually it doesn't seems surprising to me, the help files and such are always done by different people, who know only what has been told them.
Unbalanced; as if the help file was wrong, it would lead most custom games astray. I imagine most modders would follow the helpfile rather than do testing to come to their own conclusion. And if they did they would post their conclusion at cfc. There are only 30-40 people at Firaxis, I think they would employ a developer to write the helpfile.
embryodead-
They just made a mistake in the help file, you have to live with that
Also, the percentage of number of players theory is actually more logical. BTW I bet you got 11 resources because you counted manually and missed one
Civ3MT can't be wrong at this point, though it doesn't work with C3C yet.
I didnt miss one

. I just generated more than 15 different maps in the editor. If you have the earth set at 4billion years old, you will get 10 iron resources. If you have it set 5billion you will get 12. No matter what size map you have. However, if you increase the number of players, the iron number goes up, correction it skyrockets to as much as 26. Doesnt this clash with your theory? This is the part I cant get past, not accepting if the helpfile is wrong or not

. Ill be the first to admit that the helpfile doesnt account for about 4-6 resources, it could be because there is no room, or it could be because of the disappearance ratio, or it could be hardcoded. However, this makes no difference anymore

. Ive been influenced to vote for a 170 appearance ratio. It can always be changed, after all. As you say, a strategic resource loses its strategic-ness if there are so many. You would have to go into an enemy
nations territory and pillage 2 iron, instead of one.
embryodead-
In WH-Mod I used appearance ratios for luxuries to make some of them rare, while others remain "common".
But wont this mess up the bonus resources chance of appearing? As you said earlier. I like your idea of making a special case for Mithril, however. How about an appearance ratio of 60, and a disappearance probability of 1000? I think all the other luxuries should have a disappearance probability of 800, except gold and gems which I think should be 700. But if we give no appearance ratio, then how can one of them disappear?
embryodead-
Did you fix all the rules that where transferred from PTW? I think we use the new rules, ie. 3x upgrades, 4 shields per gold etc.
I think the upgrade is ok, but I think wealths (shields per gold) should be lowered to 6. You only put a city on wealth if you have nothing better to build, or are low on money. In both cases you should get your times worth

.
I decided on how we should work this out. Every third day I will introduce a new tab, sooner if possible. Today I will recap the older tabs, namely the Citizen tab. We have 8 new names to think of, for all the races Policemen and Civil Engineers. I also think that each race should get a better citizen than the others, except men. For instance: The Dwarves Civil Engineer should get +1 to construction. The Hobbits should get +1 happiness. The Elves should get +1 to science. The Evil Civilization should get +1 to corruption(policemen). The Dwarves and Elves are obvious, however the Evil civilizations and the Hobbits, ironically are interchangeable. But I think that Mordor should have better policemen, and lower corruption to represent their all-pervasiveness of their rule. You see Men betraying each other all the time, but rarely (if ever) see the generals of Mordor doing do.
These are the names I suggest:
Code:
[b][u]The Race Policemen Civil Engineer[/u][/b]
[b]Evil[/b] Torturer* Slave Driver
[b]Men[/b] Watchman Architect
[b]Hobbits[/b] Town Shirriff Builder*
[b]Elves[/b] Sentinel Constructor
[b]Dwarves[/b] Night Lookout* Mason
* I recommend we change the Scientist to Advocate, and use Torturer here.
*Builder may sound stupid, but it fits as a small-town type of Civil Engineer.
*Night Lookout, also sounds a bit cheesy, but so do most alternatives.
I don't think we agreed on culture levels.
Original-
Fledgling
Weak
Fragile
Solid
Strong
Glorious
Suggested-
Weak
Frail
Firm
Steadfast
Strong
Mighty
SoCalian. I would be glad if you did the city lists, but I think we need to go over all the shady ones. If we could divide them up into different segments, that would be great. Example I got from one of your city listings:
Civilization: Rohan
Actual Cities:
Edoras
Aldburg
Fortress, Refuges:
Helms Deep
Dunharrow
Fords of Isen
Geographic Locations:
Folde
Entwade
Sarn Gebir
West Emnet
East Emnet
Wold
Usable Other Names for the Above:
Westfold
Eastfold
Hornburg
Entwash
West-Mark
East-Mark
Other:
Meduseld
Obviously you dont need all of these entries, but this is just to give you an example. We can rename them when we add them, for instance Valley of the Entwash or something along those lines

. This way we can better make the decision of which rank to put them in, and which deserve to be in. I wont hold it against you if you dont want to do this

.