DavidCooke
Warlord
- Joined
- Apr 18, 2015
- Messages
- 102
oh, on the prospect action, if the hill or mountain has a hidden resource, the worker can get the message "You have discovered an unusual ore with unknown properties."
oh, on the prospect action, if the hill or mountain has a hidden resource, the worker can get the message "You have discovered an unusual ore with unknown properties."
I stumbled over a mine with a stack of submarines, the AI built it on a resource. It killed one sub, and slightly damaged a second.
Sydney Opera House says it gives a GP bonus for spending gold to rush something. I've rushed a couple things (in the same city, although I rush stuff all over every turn) and have kept track of GP points, and I see no gain, even when I rush a wonder from scratch.
K-Mod has a double-build mod, for when you build a small unit in a city with a huge number of hammers. You get two units instead of 1 (maybe more, although I don't recall seeing that). That would definitely help with the worker boat problem.
I popped a number of Great Farmers a while ago, and now I'm paying the price. With 3 cities over size 100, and quite a number in the 80's and 90's, maanaging happiness is getting tough. I'm working to deny them food, but they build up a huge backlog, and just keep growing, even when they produce less food than they consume.
AIs who want to run Guilds for the food and hammer bonuses ought to attack and kill civs that elect Emancipation. My emancipation unhappiness in some cities is around 35. I had to take charisma trait just for the extra entertainers. We need more buildings that give entertainers.
Better yet, there should be no chance for a successful prospect on a plot that has a hidden resource. The code will detect the hidden resource and just fail to discover anything new. That way it keeps you guessing.
The historian said he has successfully managed city population of over 200. Any city over size 100, you probably need to select the caste system civic, which provides you with "unlimited" specialists.
I suggest a "prospect" action for workers. They can go to a hill or mountain, and prospect for a resource. This gives an additional small chance of discovering something.
All the AI civs gave up a long time ago.
Sounds like you need to increase the AI handicap boost setting and increase one or two levels. Perhaps Prince or Monarch?
The problem is the AI isn't planting resources on their water tiles. Because of this, I'm toasting them on tech, money, and espionage, from planting pearls all over the place.
Does Agriculture trait provide extra food on water tiles? If so, I think this should be moved to Seafaring trait.
Also, Agriculture trait should give double production speed on greenhouse, instead of expansive trait.
Trait Scientific: it is giving double production speed on Academy. This is meaningless, because Academy is the special building of Great Scientists, they are free already.
I've noticed that when a new Mystery is available, it doesn't show up as available to build in all cities. Any idea why this is?.
Something to think about: It would be interesting if different religions had different effects.
On your earlier comment about using caste system: I'd have to give up Guilds, and all the production. I'm not convinced it would be worth it. Sure, I could grow cities bigger, but they wouldn't be very productive cities. I guess with happiness under control I could go back to Representation, so I'd do well on research. There are wonders and things that give gold to all specialists.
Hmm, does caste system allow unlimited priests?
CONFIRMED: mines vanish when a civ is destroyed. I think this should be changed, they should become barbarian, and stay around forever, until cleared (or exploded).
I believe the extra food the Agriculture trait provides is only on land plots.
If we move the greenhouse double production speed to the Agriculture trait, then what do we provide as a replacement for the expansive trait?
By code, you can only build one Mystery building, in a city. This was to prevent building all of the Mystery buildings in only one powerful city.
Early on we chose to make all religions in OGI have the same capabilities across the board.
Easily solved. All you have to do is select the game option "Require Complete Kills" when you start a new game.