Er, only way that could happen is ,if city's food rate wasn't enough to sustain population of city. If he had built Settler with production focus, he should have reverted back to default or even food focus, that is, if he doesn't manage city's working plots and building slots himself..
I never had issue like that, this is first one I had seen it. If you take a look at video again, you will see that he got warning but population drop in an instant next turn because city was already starving and population bar was at the very beginning.
If bar was a bit higher he would have 2 turns or so to counter starvation and population loss.So, what he made is uneducated guess or bad tactical decision, not that I blame him though, awkward things like that happen even to veterans.
I always check his DLL for fixes for his content, but the API stuff related to unit stats will not be included (too many conflicts with our changes). So bugfixes and new API events where possible, but if it conflicts too much, I don't include it.
G
OK, you can have an event
Code:<CustomModOptions> <Update> <Where Name="EVENTS_MINORS_GIFTS"/> <Set Value="1"/> </Update> </CustomModOptions>
Code:GameEvents.MinorGift.Add(function(iCS, iMajor, iData2, iData3, iFlags, bOpt1, bOpt2, sType) -- iFlags will always be 0 and bOpt2 will always be false print(string.format("CS %i gave a gift to %i of %i, %i, %s, %s", iCS, iMajor, iData2, iData3, (bOpt1 and "true" or "false"), sType)) end)
The approval of AIs in demographics won't change from 60%. It means that either demographics can't get the correct info for some reason or their happiness is 0 and won't increase or decrease no matter what.
yeah AI's all seems to have 0 happiness and wont change
Watching https://youtu.be/fTqIlnV0fwY?t=17m55s play with the newest patch, he was building a Settler on full production mode, and when the Settler came out, the city starved and dropped a population.
Is that expected behavior, or is that an issue?
This happens to me all the time. I start a settler as soon as I reach the next pop, then when he comes out one pop starves. I think it has to do with food being calculated last, to fix the production trick. But all you can do is not use negative food to speed settlers or switch it the turn before it pops.
Honestly, only time starvation is ever a problem is when you're trying to abuse the crap out of your cities or when your city is under siege, I don't really see a reason why it would need to be more forgiving.Okay, a different idea for starvation. Why should you drop a full population level with no food stored? Wouldn't it make more sense and be a little more forgiving to drop a population level, but with the stored food that would be minus whatever your starvation negative was?
I think that would handle the issue far better, and allow you only 1 turn of food growth to make up for the loss/issue.
Honestly, only time starvation is ever a problem is when you're trying to abuse the crap out of your cities or when your city is under siege, I don't really see a reason why it would need to be more forgiving.
If you need to know a trick to not screw something up, it's non-optimal for the player.
This is about people being so attached to a vanilla semi-exploit that they refuse to adapt to how CBP runs.
We fundamentally disagree. Settlers do not utilize food. If you complete one, you should not starve.
If you have 1 queued again, you do not starve. That is simply not functional behavior on any coherent level.
If you want to argue that having one queued up should also have you starve, then at least it's logically consistent.
It's the same logic as that you should never queue up a settler after a non-settler.
So you don't build settlers?