Thunderbrd
C2C War Dog
I don't recall actually. Usually when I set the game to a setting this easy I'd put it on but I may have left it off by habit. Can't check at the moment.I would assume you don't have Tech D On then.
JosEPh
I don't recall actually. Usually when I set the game to a setting this easy I'd put it on but I may have left it off by habit. Can't check at the moment.I would assume you don't have Tech D On then.
JosEPh
The primary inhibitor to growth for me has been production, budget and crime (which may have had a lot to do with budget too.) It's a good economic challenge this game. I need to have a city or two building wealth or I'm in trouble. If the AI is suffering this much economic strain then I need to get in and teach them how to build wealth strategically a little better at some point.
Yes. Spot on really. The slider has been getting a lot of use, spanning 0-100% and everything in between depending on the round. And lately the really nice thing is that it feels effective to use the slider and that's a tough spot to land on as far as game balance goes.And I'm glad that you have to struggle a bit on your budget. Means I've gotten some success with early Gold and maint. costs.
Controls the rate of growth (how much food it takes to get to the next population as a % modifier to the base, which naturally increases with each population point.) Positive values should mean it takes more food to get to the next population. This one's pretty important.iPopulationgrowthratepercentage
This has to do with Realistic Corporations. I'm REALLY not a fan of this system so I haven't spent any time analyzing it.iRealCorporationMaintenanceModifier
The use on the tag is what has classically made it so valuable to get the Caste System civic. Not sure if it's changed at all lately.I can kind of see the Popgrowthratepercent one but it's haphazardly used to impho.
Controls the rate of growth (how much food it takes to get to the next population as a % modifier to the base, which naturally increases with each population point.) Positive values should mean it takes more food to get to the next population. This one's pretty important.
The use on the tag is what has classically made it so valuable to get the Caste System civic. Not sure if it's changed at all lately.
lol... that's probably true in general.We don't need late Civics in any category adding more Pop to late game by reducing the food needed to grow.
0 would be sufficient, yes.And while I'm on the Civics, I keep finding -1 for anarchy on some early civics. 0 is no anarchy so why the need for a -1 anarchy?
I'll have to adjust my thinking on reaching out for that civic then. Most likely. Must've been changed with SO's last review. May also be why I'm not getting population up so fast as I used to so it's probably not bad that it got a little rebalancing.Just looked at Caste and that iPopulationgrowthratepercentage is not listed for it.
Depends on which civic i change to, i dont want to change from what i have because i looked about changing what i have and it will take 15 Anarchy turns to get back to normal, hate that . . .i guess thats why we got rid of that in the first place. . . .Thanks SO. That date is real close to my target date range for Ren Era to start.
And it looks like you are making lots of Gold/turn at 40% research. Are you losing Gold at 100% research?
JosEPh
One thing that would reduce anarchy times is to find a way to get your education levels to temporarily plummet in the capital. Stupid people are more malleable. But that is a lot of anarchy. Maybe strive to get a golden age started...Depends on which civic i change to, i dont want to change from what i have because i looked about changing what i have and it will take 15 Anarchy turns to get back to normal, hate that . . .i guess thats why we got rid of that in the first place. . . .
Thats because i would change 5 civics at once. .One thing that would reduce anarchy times is to find a way to get your education levels to temporarily plummet in the capital. Stupid people are more malleable. But that is a lot of anarchy. Maybe strive to get a golden age started...
Well that's not TOO bad then. lol. My trait set will have a lot of traits that can manipulate anarchy times so it will obviously be one of the more important details in selecting a trait for you I'd say.Thats because i would change 5 civics at once. .
Depends on which civic i change to, i dont want to change from what i have because i looked about changing what i have and it will take 15 Anarchy turns to get back to normal, hate that . . .i guess thats why we got rid of that in the first place. . . .
I always use latest SVN, and see pics for the changes, its ALOT more than i thought, around 20ish turns . ..as i mentioned before, Marathon speed . .Is this with the latest SVN? And are you using Epic Game speed?
If it is.... Then I have more adjustments to make. Still trying to get a handle on the Era Anarchy % modifiers.
Could you list the 5 Civics you want to change too?
JosEPh
Just looked and i have the current SVN stuff??@SO,
None of those Anarchy times match what is in the Civics now.
The only thing that could be upping them is the new Anarchy Modifiers in EraInfos.xml that T-brd just introduced, or Leader Traits.
Could I get you to post a save please?
JosEPh
Just looked and i have the current SVN stuff??
They are % modifiers but they zero point calibrate at 100, not 0. Thus 50 would be saying 50% of normal.
There are other modifiers elsewhere. The handicap settings have some pretty severe ones I believe. Those act the same way if I'm not mistaken. And some are quite high.