Same problem with crime on my side !
And what about my previous question ? Is there any specific reason for some resources having basically 2 yields vs 1.
And what about my previous question ? Is there any specific reason for some resources having basically 2 yields vs 1.
Crime is really nuts - even despite building Barracks, Mission (Spain's unique +8CS castle), Wall and even the Order building (the "Order" from Faith religious belief, not ideology) in some of my 8-10 pop cities I still get 1-2 unhappy points from crime/danger despite having an unit stationed inside. I can't even imagine what will happen once they grow more.
And that's despite modifying the file as recommended on the previous page, where some value was 150 and should be 100-125.
Granted my empire is still constantly happy so it's not a big deal I suppose.
Value is supposed to be pop x (150/100) (which is lower than 2 x pop), but I think there might be a quirk in defense value calculation from the latest garrison changes.
G
It definitely isn't 2 per pop, the EUI UI said it's about 3.++ and after barracks reduction it's still at 3+. I could be mistaken so I will try to get a pic in a few minutes, if I don't find it or was mistaken I'll post too
I guess this is directed at me.
The simple answer is flavor, the redesign wasn't meant to give perfect yield-balance but to make the luxuries feel more unique. some gets higher base-yields, some gets more from improvements and so on. If you find anything that just seems extremely bad, feel free to bring it up (except tobacco, I made that one awful on purpose).
Didn't get a picture (print screen scroll lock failed for some reason, thx Windows 10) but now with value at 100 and being in early Medieval the value is 2.74 without any reductions, around 2.53 something with Barracks, gets to 2.3 with Barracks + Order (reduces Crime need).
It's with the value being at 100 (so I must've remembered the 3+ from my playthrough with 150), I am in early Medieval with Chivalry.
I don't know where to post this.
Now, sheep give +1p instead of +1f
but
in AssignStartingPlot.lua, specifically between line 4534 - 4680, the resource generation script attempt to "Add food Bonus Resources to food-poor start positions" and "Adding Stone if grass count is high and plains count is low" to balance food & production at start position.
I think, if you keep the +1p on sheep, this script may be modified to remove the sheep from the "more food" section to add it in the "more production" section. Or perhaps the final yield +1f, +3p can be view as neutral for the prod/food ratio.
edit:
line 4388: -- Adjust the hammer situation, if needed.
-- If drastic shortage, attempt to add a hill to first ring.
-- If early hammers will be too short, attempt to add a small Horse or Iron to second ring. <- could add sheep here?
line 4439: -- Rate the food situation.
-- Check to see if a Grass tile needs to be added at an all-plains site with zero native 2-food tiles in first two rings.
-- Add Bonus Resources to food-poor start positions. <- remove sheep from here
line
line 4635 -- Check for heavy grass and light plains. Adding Stone if grass count is high and plains count is low. - May 2011, BT
line 10180 PlaceSexyBonusAtCivStarts() <- maybe add more sheep here (in second circle) if considered neutral?
Wow, someone is feeling smart today.
Thanks, i greatly appreciate your comment.
I'm sorry if didn't understand well all English idioms, but i think i should fell ashamed here. If not, ignore the rest of this post.
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