What other areas do negative modifiers have weird effects on the game? Would setting -1 to unit health make it act weird for the AI?
Negative health works fine - I have tried with -2 on a naval unit to make a regular have only 1 healthpoint. This unit cannot be drafted, but I don't know what would happen if you apply that to a unit that can be drafted - the unit could possibly be dead (healthpoints = 0) upon creation?What other areas do negative modifiers have weird effects on the game? Would setting -1 to unit health make it act weird for the AI?
I'm looking for ideas for a unit between the 4.2.1 Medieval Infantry and the 8.4.1 Machine gunner I have in my mod.
Does anyone know a good in-between unit which would be available late middle ages (Physics/Military Tradition) and is like 5.3.1?
I have a 5.4.1 unit (Granadier) available with Democracy.
Any other ideas?
Negative health works fine - I have tried with -2 on a naval unit to make a regular have only 1 healthpoint. This unit cannot be drafted, but I don't know what would happen if you apply that to a unit that can be drafted - the unit could possibly be dead (healthpoints = 0) upon creation?
What does 'Communal' corruption and waste exactly mean?
I understand that it means the corruption level spread out evenly over the empire - but not the same for every city.
The capital still has 0 corruption, while further away it gets no worse than 50%.
So how is it spread? I couldn't find this in here.
Confirmed, if you have excessive amounts of negative HP bonus, you will just have a unit with 1 HP.
While I didn't explicitly test this, I think it re-calculates the HP with every promotion, as promotions don't have to be a linear +1 HP increase 2/3/4/5 for Conscript/Regular/Veteran/Elite. It can be (and has been done) separated by a varied margin, such as 1/2/4/8 HP. That way if the -10 HP bonus will be re-calculated at every interval, so it will be a consistent 1/1/1/1 after combat.Thanks. I assume that when the unit's healthpoints increase through promotions, the exsessive negative healthpoints are ignored when calculating the "new" value..
No, those are restricted to Wonders/Small Wonders in the regular editor. I don't know about other editors, and I don't know if those will function in those either.Will the “half upgrade cost” and “double defence for all cities” bonuses still work if it’s just a normal improvement?
Martial Law is currently a small wonder but I need to be able to remove it at will. If it’s a normal improvement you can just sell it. If it’s a small wonder you have to use the “replaces all improvements with this flag checked” option and have a Normalcy small wonder to remove it.
Confirmed. Units have HP recalculated at every promotion.-10 HP bonus promotion test
1. Militaristic Civ
2. Test unit: -10 HP bonus, 100 attack conscript, 10 move, attacking a
3. Promotion Dummy units: 1 def, -10 HP
4. Spawn Test Units at various experiences, and attack Promotion Dummy units and see what happens after promotions.
Confirmed that it remembers damage, not HP left. Also promotion cannot kill your unit so there is a floor of 0 HP here.Promotion decreasing HP test
1. Militaristic Civ
2. Conscript/Regular/Veteran/Elite HP values set at 5/4/3/2
3. Test unit: 0 HP bonus, blitz, 10 movement, 100 attack
4. Promotion dummy unit 1: 100 defense
5. Promotion dummy unit 2: 1 defense, -10 HP bonus
6. Spawn several Conscript Test Units, fight promotion dummy unit 1 to generate various states of injury
7. Use injured Test Units to fight promotion Dummy Unit 2 until promoted
For small wonders, no. Obsolescence is the only way I can think of to eliminate their effects, but once the SW is built, there's no getting rid of it without getting rid of the city itself.Thanks for the information.
The custom editors won’t affect that bit of the code.
Can you think of a way to remove a small wonder without destroying the city or something drastic?
Perpetual martial law doesn’t sound that appealing.
I'm not entirely clear on this. I don't think they lose the effects if their prerequisites don't match anymore, with the exception of resources and governments. Try doing a test and let us know the results.If the palace is required to build it, would it be removed if you moved your capital?