Txurce
Deity
If we had a listener for when a city flipped, I could just give an event to the major civ allowing them to either annex it or leave it as a barbarian city...
That sounds interesting!
If we had a listener for when a city flipped, I could just give an event to the major civ allowing them to either annex it or leave it as a barbarian city...
If we had a listener for when a city flipped, I could just give an event to the major civ allowing them to either annex it or leave it as a barbarian city...
That sounds interesting!
Unfortunately, the technology just isn't there yet.That sounds interesting. It feels like there should be a way to avoid per city penalties when a city flips to you. Unless there has been a fairly recent change, immediately razing a city does not avoid the penalty (unlike in vanilla).
We often say "happiness can change quickly". In my current game, I thought this was was a good example.
Now this isn't actually a complaint for the most part, the AI just played well in this instance, so I give it all due credit.
I was at 25 happiness when I got declared war on by 3 civs at once. 2 turns later I was at -40 unhappiness.
1) 21 unhappy from war weariness (this stuff ramps up fast!)
2) 20 from isolation (paratrooper cut a key rail line...this one in particular was my fault for having such a vulnerability)
3) Boredom went from 9 to 20.
4) Some pillaged tile and poverty unhappiness from loss of trade routes.
The barbs started coming in and pillaging more tiles. One more turn later I was at -50 happy. So -25 happy a turn!
The one point I will make is I still think barbs should not exist along with the city revolts. I think both are too punishing.
Boredom may have to do with less fun due to lost luxuries.
1) 21 unhappy from war weariness (this stuff ramps up fast!)
I wasn't even aware of that, losing a unit to death is calculated in and scales with game speed also?this depends on your losses. avoid unit losses and dont lose cities, even newly conquered ones.
I'm not sure if this scales with map size, because on larger maps you will have more units and therefore more losses, though. can someone tell?
if it scales with game speed, it shouldn't. game speed doesn't affect unit count.I wasn't even aware of that, losing a unit to death is calculated in and scales with game speed also?
Unfortunately, the technology just isn't there yet.
if i capture a city and raze it, i still pay more for my policies and techs after its gone??It would be nice if the science/culture penalty only took into consideration founded/annexed cities and just reverted back to the normal values when a city is lost or razed. It strikes me as odd to suffer a penalty for the rest of the game for a city you no longer have.
if i capture a city and raze it, i still pay more for my policies and techs after its gone??
These are the default values used in Version 1-26 onwards.I decided to try and adjust my handicaps slightly, going for more difficulty mid game and a little less late game. A = 80, B = 150, C = 300.
It would be nice if the science/culture penalty only took into consideration founded/annexed cities and just reverted back to the normal values when a city is lost or razed. It strikes me as odd to suffer a penalty for the rest of the game for a city you no longer have.
if i capture a city and raze it, i still pay more for my policies and techs after its gone??
I think it's only until the next tech/policy. @Gazebo any idea?