Nightmare01
Chieftain
- Joined
- Jun 12, 2006
- Messages
- 12
I cannot build the Church of Nativity in my holy christianity city 

Nightravn said:As for them (Assassins) being use in a blitzkrieg type fashion well unless you make lots of them and have them strike all the target civs cities at once after the declare war by attacking those border cities you wont be able to use them against that Civ and more.
Nightravn said:I am not sure what is in order to make them more balanced but we shall try. I am thinking that until we can get it so that assassin can attack other assassin, we should increase the defending ability of the assassin so that if one assassin is in the city then the attacking assassin as very little chance of succeeding and we are looking into making them a national restricted unit so that should help as well.
Nightmare01 said:I cannot build the Church of Nativity in my holy christianity city![]()
Thanks, and keep up the good work.hs1611 said:http://forums.civfanatics.com/showpost.php?p=4128285&postcount=11
This is how I think it should work:
Let's say that City A and City B produce 100 food units each, but only need 80 food units to maintain its population, getting a surplus of 20 food units each.
50% of the food surplus would be removed, maybe to a Central Wharehouse or Great Granary (could exist from the beggining, after achieving certain conditions like X number of cities or tech Y researched, or could be a National Wonder) leaving 10 food units for growth in each city.
The other 20 food units would then be distributed to cities that don't produce enough (Cities C & D) in such quantities that they would not lose population but they would not grow either. Let's say 12 food units was thus distributed, which leaves 8 food units.
This remaining food would then be distributed equally to all cities, 2 food units to each. This would ensure that all cities would still grow, but cities C & D would grow slowly. This would make a city with good production squares or Bonuses on their radius but few food squares viable, allowing the existence of cities focusing only on production (Wonders, military units, etc...). It would also enable the construction of cities in choke points, those cities could be used like military bases protecting your borders or stoping rivals from expanding in that area.
In alternative the 8 remaining food units could go back to the original surplus cities, A & B, or it could stay in the Wharehouse against a time of need, trading it for a Gold Bonus after a certain amount, or to be used for trade with other nations. In this case population growth of the Production Cities could then be enabled by the use of Caravans or something like that (food for the caravans could be taken from the Central Wharehouse). Caravans would not need to be specific units built in cities, you could have a certain amount of Caravans to use per turn.
I'm no modder though or I would try to do something of it. Unfortunately I have no such skills.
Nightmare01 said:Anyone else having the same problem ?
Raize said:Any thoughts on using the Immigration mod?