Orion's Grand Inquisition

Not something the AI should do when a big stack is knocking at the door, it was his only hope of survival.

The Civ was broke and couldn't afford to support the cost of having the Army. Money has much more impact in OGI.

I don't have much trouble hitting units that are outside of cities, it is only when they are in a city. Oh, LUV snipers, BTW.

Perhaps the AI city defenses were really strengthened in anticipation of your pending attacks. What kind of units were defensing and what kind of promotions did they have?

Eh, I'm pretty sure NOT. Instructor has to be in his own city. But, I'll test it again, to be 1000% sure.

Instructors can train a combined unit in any city. Exception: Naval instructors must be in a coastal city.

Okay, off the top of my head:

3 units of contemporaneous time period. +1 unit per earlier time period. I think all units have to be of the same period, to combine. ANy extraneous XP points are lost. But all earned promotions are combined into the army (or navy). That's pretty wild. Right after you go to a new era, if you can build 10 XP units, you can combine 4, each with 3 promotions, and end up with an army with 12 promotions. More, if any of the units come with free promotions. That can get kind of insane.

You can even add older units from earlier eras along with units from the latest era. So instead of disbanding old units, you can create a useful combined unit. :)

Wow, wonder how much I trashed. Funny, you can build a town on top of oil, but you can't plant a corn field?

In OGI, every decision can have consequences. When planting and breeding, you must weigh and decide on how much risk you are willing to take.

No pass-through forts. I built a fort for that purpose, and couldn't use it, I'm 100% sure on that. Is there a variable in an xml file that controls this?

The rule is: Any fort within your own cultural borders can be used by ships as a canal to pass through the land plot.


How about just not destroying the boat, when you create a resource? It doesn't destroy a worker to plant a field. It would save a lot of build cycles, and fhalf as many boats running around. Just make the boat 80 hammers instead of 60.

The work boat is a vulnerable target to many evil things at sea. This is why the game developers made the work boat to expire upon completion of an improvement.

Another problem I run into: when breeding fish with a team of boats, when one boat finishes, the other boats don't go inactive. I think that is because it is possible to replace one with another, so they just keep on breeding, the same one over and over.

Same issue is with multiple workers. You have to watch your worker and workboat stacks very carefully to avoid wasted effort.

I have a similar problem with workers, not stopping when the job is done, they still have the little hammer icon in the corner, even when their dot is green, and retasking them is kinda buggy. I'll select them all, and it will group them and put them on wait, and go to the next unit in the build queue. I have to use \ to go back, and take them apart, tell them to stop current action, before I can redirect them.

Yup. Everybody has that issue in BTS.

I'm playing the Whiny Kapoc, Financial and Industrial. I got ag later, along with science (free scientist didn't show up for a while). No reservoirs, and they are a costly build.

You only get the reservoirs if you start the game with the AG trait.

Speaking of COSTLY builds, what is up with the paper mill? 5400 hammers? It's more than twice other major wonders, for free bookstores? I went to build it in a secondary city, it told me 36 turns, and I went WHHHAAAAAA?????

Did you stop to see what you are getting with the paper mill? A free book store in every city. So every city will get +25 percent research for the book store and the city with the paper mill gets and additional 25 percent. Bottom line: The paper mill needs to be expensive because of the huge benefit you receive.

I did this quest, one where it tells you to plant cities on 16 different land masses. I spent a couple hundred turns expanding drastically, and managed to complete it between start of Ren and Industrial. For a reward: temples in cities greater than 5, or a great prophet. Call me jaded, but with religion restrictions, a GP is no biggie, as only one shrine is really useful. And with all the happy stuff, temples are no biggie. For 30 hammers and spiritual trait, I can make 5 priests. So the temples aren't a big deal, either. Reward definitely not commensurate with the effort, I could have been focusing on conquering others instead.

Have you ever built the Spiral Minaret world wonder? You get +2 gold from all state religious buildings. If you have a lot of cities, that can produce a ton of gold every turn. In OGI there are lots of hidden treasures just waiting for you to find. :)
 
The Civ was broke and couldn't afford to support the cost of having the Army. Money has much more impact in OGI.

Ah, so it wasn't a civ decision, the game disbanded it for upkeep reasons. Hmm, I dunno if he was that hard-pressed for cash. The city had lots of units in it, and so did his other 2 cities. And he had enough population and sea tiles to work to pay the upkeep. If the unit was automatically disbanded by the game, then the priorities are wrong, it should start at the bottom when disbanding units.


Perhaps the AI city defenses were really strengthened in anticipation of your pending attacks. What kind of units were defensing and what kind of promotions did they have?

No. It was one turn, it was there, then it wasn't.


Instructors can train a combined unit in any city. Exception: Naval instructors must be in a coastal city.

I have yet to re-test this.


You can even add older units from earlier eras along with units from the latest era. So instead of disbanding old units, you can create a useful combined unit. :)

I have no old units, except for armies. Everything gets upgraded, to save build turns in cities.

The rule is: Any fort within your own cultural borders can be used by ships as a canal to pass through the land plot.

Ah, THAT explains it. The fort was in no-man's-land between two cities, and wasn't within cultural borders.


The work boat is a vulnerable target to many evil things at sea. This is why the game developers made the work boat to expire upon completion of an improvement.

What evidence exists to support this view of the intent of the designers? After all, while the work boats can be easily destroyed, so can their improvements on sea resources, almost any sea unit can pillage them. No, I think the designer's intent was the shield cost.



Same issue is with multiple workers. You have to watch your worker and workboat stacks very carefully to avoid wasted effort.


Yup. Everybody has that issue in BTS. (grouped units bugged and difficult to stop performing a completed task)

I never notice it in K-Mod, maybe karadoc fixed it.

This seems to be a grouping issue, because the way to get the units uncommited is to specifically ungroup one of them.


Did you stop to see what you are getting with the paper mill? A free book store in every city. So every city will get +25 percent research for the book store and the city with the paper mill gets and additional 25 percent. Bottom line: The paper mill needs to be expensive because of the huge benefit you receive.

Wonders that do things like put a garrison in every city are less than half the price. Research mods only apply to the % of commerce devoted to research. 30 shields for the thing that gives you 5 farmers is far more powerful. It's 2.5 free city sizes.


Have you ever built the Spiral Minaret world wonder? You get +2 gold from all state religious buildings. If you have a lot of cities, that can produce a ton of gold every turn. In OGI there are lots of hidden treasures just waiting for you to find. :)

Many times. But your things that give bonuses to specialists are FAR more powerful. Add 1 gold per specialist, in cities with 20-40 specialists, add FAR more gold.

My game is about AD 600, with about 40 cities. I run 40% espionage, 40% research, am researching industrial techs in 2 turns, and have 8000 gold/turn to spend on rushing builds. And I still can't build fast enough. Building all those work boats slows me down, even though I buy them each turn in all my growing cities (270 gp each, in about 15-20 cities). If a city has 12 coast squares, that's 24 work boats to build, 24 turns if you buy each from scratch.
 
Here is a progress update to the work being performed on OGI version 3.06 (Yet to be released).

1. Added new building called "Highway"
2. Added new graphics for National Wonder "Interstate Highway"
3. Changed National Wonder "Interstate Highway" to provide a free "Highway" in every city.
4. Fixed Air Marshal's Supremacy by eliminating the XML city water requirement.
5. Fixed XML error on Cheyenne Mountain National wonder to allow movie to play.
6. Removed Obsolete tech for University of Sankore Wonder.
7. Reduced extra cost for Apothecary and Medics to only +1.
8. Extra cost for all combined units is now +3.
9. Eliminated extra cost for all air units except F22, F35 and B2 Stealth Bomber.
10. Eliminated extra cost for all tank units except Modern Armor.
11. Added new national wonder Railroad administration, which provides a free "Railyard" in every city.
12. Added new tech called "National Logistics"
13. Moved buildings Highway and Public Transportation to tech National Logistics.
14. Moved National Wonder Interstate Highway to tech National Logistics.
15. Moved Railroad Movement increase to tech National Logistics.
16. Moved unit Machine Gun to tech Early Flight.
17. Added SDK mod Super Workers, by stolenrays.
18. Fixed wonder movie for National Security Agency (NSA)
19. Fixed wonder movie for Sewage Plant.
20. Fixed wonder movie for the Franchise Headquarters.
21. Fixed wonder movie for Interstate Highway.
22. Fixed wonder movie for Parts Depot.
23. Moved Building Parts plant to tech National Logistics.
24. Added promotions to Ground defense units - had none before.
25. Adjusted several other promotions for different combat units.
26. Added Deep Mine to Tech Steam Power, which doubles the output of a standard mine.
27. Fixed XML typo for "Open Borders"
28. Battering RAM no longer has opportunity fire capability.
29. Rewrote python function to include a RAM assault on city defenses.
30. Siege engine assault function is much more efficient and faster.
31. RAM can remove city walls or a castle (Successful assault).
32. RAM chance of success is 50% less than the siege tower assault.
33. RAM Upgrades to Siege Tower.
34. Added SDK function to check for adjacent plot city (faster performance).
35. Added new animal unit: The Hyena
36. Removed state church civic prerequisite for all Cathedrals.
37. Changed SDK to prevent Holy Office building from being constructed with civics pacifism and free religion.
38. Emancipation civic now provides +10 commerce in addition to food (hammers removed).
39. Added Shrimp and Kelp to the prerequisite list for Sid's Sushi Co. (Removed Clams).
40. Fixed hidden nationality for torpedo boats.
41. Added Prospect mission for workers, which gives small chance for discovering a mining resource (SDK, XML and Python). Really :cool:
42. Added worker promotions Prospector 1 - 5, with each increasing the chance for discovering a mining resource. Really :cool:
43. Fixed art size of the M48 Patton Tank.
44. Removed double production speed for Academy (Not Needed).
45. Added concept information on combined units.
46. Added concept information on the Abandon city buildings mod.
47. More to come.

Obviously, version 3.06 is going to have a lot of changes for a big release.
 
Okaaaay, an arbalest had opportunity fire on my full strength 18 ancient army, and killed it.

How can a unit like that sit on a wooded hilltop and wear down the defenses of an entire city, yet cannons can't get opportunity fire on it, and do the same? Or riflemen? Since it isn't an attack, it doesn't have to take into account the 3 shields on my riflemen. If the unit actually ATTACKED me, it would be toast.

I've had a ship of the line sitting outside a barbarian size 1 city with 3 muskets in it. Every now and then my ship gets opportunity fire on a musket, and hurts it a little (sometimes only .1 health). But every turn I try bombarding the city, and I have NEVER hit anything. Not once.
 
Okaaaay, an arbalest had opportunity fire on my full strength 18 ancient army, and killed it.

How can a unit like that sit on a wooded hilltop and wear down the defenses of an entire city, yet cannons can't get opportunity fire on it, and do the same? Or riflemen? Since it isn't an attack, it doesn't have to take into account the 3 shields on my riflemen. If the unit actually ATTACKED me, it would be toast.

I've had a ship of the line sitting outside a barbarian size 1 city with 3 muskets in it. Every now and then my ship gets opportunity fire on a musket, and hurts it a little (sometimes only .1 health). But every turn I try bombarding the city, and I have NEVER hit anything. Not once.

Please post a copy of your current game file and I will check it out.
 
Okay, here's a funny screen shot. Tokugawa and Churchhill BOTH have forces on the same square, waiting for a barb city (which has no troop in it) to pop to size 2, so they can take it and own it. I used a balloon to expose the territory.
 

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Here is my galleon, stealing a march on the waiting armies, landing riflemen amphibiously.
 

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I thought I saw something about being able to get rid of buildings in your city you don't want, but I cannot figure out how to do it. Can someone explain?
 
Here's a few more notes:

Pacifism is +10% science, but free religion is -15%. Is one a mistake?

Corporatism isn't providing any commerce bonuses to fishing boats or to pasture. It does to everything else.

Emancipation civic says it gives +10% to hammers from trade routes. Huh? Is hammers from trade routes a new feature?

The coastal fortification is +50% to damage from air units. That doesn't seem right.
 
Pacifism is +10% science, but free religion is -15%. Is one a mistake?

No mistake. The values are correct and intentional.

Corporatism isn't providing any commerce bonuses to fishing boats or to pasture. It does to everything else.

Interesting question. Will have to get back to you on this.

Emancipation civic says it gives +10% to hammers from trade routes. Huh? Is hammers from trade routes a new feature?

The civics were completely revised by the historian and I. We decided to give Emancipation a +10 commerce in addition to the hammers and food.

The coastal fortification is +50% to damage from air units. That doesn't seem right.
Please explain why you don't think a fortification built for protection from air unit attack is not right.
 
No mistake. The values are correct and intentional.

I don't understand why pacifism gives a science bonus, but free religion gives a penalty. Their other effects are very similar.


The civics were completely revised by the historian and I. We decided to give Emancipation a +10 commerce in addition to the hammers and food.

I don't think you read what I said correctly. It says it is giving a bonus to hammers that are coming from foreign trade. Foreign trade doesn't give hammers, it gives commerce.

Please explain why you don't think a fortification built for protection from air unit attack is not right.

Because it is adding damage from air units, not subtracting? I don't want to build forts that make units in my cities MORE vulnerable.

MORE NOTES:
Shouldn't kelp provide food for Sid's Sushi company? FOr that matter, shrimp, lobster, and oysters, too, since it gets food from crab and clams.

The specialist field in the city advisor is using the wrong icon for priest specialists. It is using the happy face. It should use praying hands. Entertainers give happy faces.

On my earlier question, I saw a quick tip while loading, says hit Ctrl-A from city view screen to get a menu, one of the entries is to abandon the city. If you abandon it, you get 1 settler/10 city sizes, 1 worker/3 sizes.

I would like to build pirate fleets. We need a pirate instructor. It would take only pirate units into the fleet. Oh, and a Great Pirate person would be cool. Then we could have Blackbeard, the Dread Pirate Roberts, Captain Hook, etc. It would be cool.
 
I don't understand why pacifism gives a science bonus, but free religion gives a penalty. Their other effects are very similar.

As explained to me by the historian: Pacifists are apathetic towards religion and tend to rely more on scientific evidence. Free religion allows all religions to flourish. Many religious followers, not all, are more concerned about religious doctrine and less concerned with scientific evidence. Hence, the penalty.

I don't think you read what I said correctly. It says it is giving a bonus to hammers that are coming from foreign trade. Foreign trade doesn't give hammers, it gives commerce.

Since emancipation grants freedom to all slaves, they tend to be more productive with their new found liberty. They now can benefit from the fruits of their labor. However, it may be better to express the additional food and labor in a different way.

Because it is adding damage from air units, not subtracting? I don't want to build forts that make units in my cities MORE vulnerable.

Update: The coastal fortification provides +75 percent from Naval bombardment, but remains highly vulnerable to air attack. You could disband the building when the air war starts. You have pros and cons with everything in OGI.

MORE NOTES:
Shouldn't kelp provide food for Sid's Sushi company? For that matter, shrimp, lobster, and oysters, too, since it gets food from crab and clams.

Good suggestion. You will see it in version 3.06. Unfortunately, I could only add one more resource in the XML. So I chose shrimp.

The specialist field in the city advisor is using the wrong icon for priest specialists. It is using the happy face. It should use praying hands. Entertainers give happy faces.

This might be related to the game icons issue we have.

On my earlier question, I saw a quick tip while loading, says hit Ctrl-A from city view screen to get a menu, one of the entries is to abandon the city. If you abandon it, you get 1 settler/10 city sizes, 1 worker/3 sizes.

Yes. But I need more documentation. In fact, you can disband buildings for about 1/2 the price you paid, but not free buildings.

I would like to build pirate fleets. We need a pirate instructor. It would take only pirate units into the fleet. Oh, and a Great Pirate person would be cool. Then we could have Blackbeard, the Dread Pirate Roberts, Captain Hook, etc. It would be cool.

Have you tried combining just pirate units, with a naval instructor? I believe it would work, but the unit wouldn't have the pirate capabilities. Hmmm... Something to consider.
 
As explained to me by the historian: Pacifists are apathetic towards religion and tend to rely more on scientific evidence. Free religion allows all religions to flourish. Many religious followers, not all, are more concerned about religious doctrine and less concerned with scientific evidence. Hence, the penalty.

Ah, okay, now I see the reasoning.


Since emancipation grants freedom to all slaves, they tend to be more productive with their new found liberty. They now can benefit from the fruits of their labor. However, it may be better to express the additional food and labor in a different way.

It still seems you are missing my point.

I have no problem with emancipation granting bonuses. My problem is, foreign trade (so far as I know) is enumerated ONLY in commerce (that is, you don't get hammers from foreign trade). Since you don't get hammers from trade, you can't give a 10% bonus to hammers from trade. It makes no sense.


Update: The coastal fortification provides +75 percent from Naval bombardment, but remains highly vulnerable to air attack. You could disband the building when the air war starts. You have pros and cons with everything in OGI.

Well, if they remain vulnerable to air attack, then the building provides no benefit against air attack. But it makes people MORE vulnerable to air attack, than if the building doesn't exist. That doesn't make sense to me, since the building must be very sturdy to withstand naval bombardment. If it provides no benefit against attack from above, then it must be open to the air, but how does that provide a PENALTY?


Good suggestion. You will see it in version 3.06. Unfortunately, I could only add one more resource in the XML. So I chose shrimp.

Do people actually put clams in sushi? If there is a limit on the number of items that can provide bonuses to Sid's, I suggest removing clams and adding kelp, since kelp is often an ingredient (the wrapper is often seaweed).


This might be related to the game icons issue we have.

Well, I think it pre-exists your mod, I noted the same problem in K-Mod. But you had to add specialists to the display, for your new specialist type, and provide icons for them, so I figured you'd know where these things are defined and could adjust it easily.


Have you tried combining just pirate units, with a naval instructor? I believe it would work, but the unit wouldn't have the pirate capabilities. Hmmm... Something to consider.

I have combined pirate units into fleets with other units, but the instructor creates a unit of a certain type. It doesn't check to see if they are all pirate units, does it, and creates something different? I haven't tried it, so I don't know.
 
I have no problem with emancipation granting bonuses. My problem is, foreign trade (so far as I know) is enumerated ONLY in commerce (that is, you don't get hammers from foreign trade). Since you don't get hammers from trade, you can't give a 10% bonus to hammers from trade. It makes no sense.

This issue is on the agenda for tonight. Will get back to you.

Well, if they remain vulnerable to air attack, then the building provides no benefit against air attack. But it makes people MORE vulnerable to air attack, than if the building doesn't exist. That doesn't make sense to me, since the building must be very sturdy to withstand naval bombardment. If it provides no benefit against attack from above, then it must be open to the air, but how does that provide a PENALTY?

Will have to think about this one. :undecide: Update: There are certain things in OGI that may provide some protection in one era and create a vulnerability in another. Based upon that thought process, the historian and I are going to examine walls and castles. They may also get a vulnerability added to them.

Do people actually put clams in sushi? If there is a limit on the number of items that can provide bonuses to Sid's, I suggest removing clams and adding kelp, since kelp is often an ingredient (the wrapper is often seaweed).

Done. You will see kelp and shrimp in version 3.06.

Well, I think it pre-exists your mod, I noted the same problem in K-Mod. But you had to add specialists to the display, for your new specialist type, and provide icons for them, so I figured you'd know where these things are defined and could adjust it easily.

The specialist stacker mod was among the most difficult of mods to add to OGI. It will have to be addressed. At the moment I have bigger fish to fry. Update: Now I see the city advisors window. This is a BUG 4.0 feature. I will have to attempt to track down the icons.

I have combined pirate units into fleets with other units, but the instructor creates a unit of a certain type. It doesn't check to see if they are all pirate units, does it, and creates something different? I haven't tried it, so I don't know.

Adding pirates would be a major addition to the combined forces mod. But like everything else, there must be a counter to an awesome pirate ship. Any ideas?

Really appreciate our discussions. So keep the comments coming. The resulting tweaks can only make OGI a better mod.
 
Will have to think about this one. :undecide: Update: There are certain things in OGI that may provide some protection in one era and create a vulnerability in another. Based upon that thought process, the historian and I are going to examine walls and castles. They may also get a vulnerability added to them.

Well, if the fortress was wood, it would be flammable, very vulnerable to modern munitions. But they are stone, they're gonna offer protection against bullets. It's still got to be better than being out in the open, vs air attack.

Now vs earthquakes....if there is an earthquake random calamity, unsecured stone buildings are far worse than being out in the open.


Adding pirates would be a major addition to the combined forces mod. But like everything else, there must be a counter to an awesome pirate ship. Any ideas?

Well, frigates already get the bonus, a bonus vs pirate ships. Give the same bonus to regular fleets, their discipline kicks butt vs amateurs.

Really appreciate our discussions. So keep the comments coming. The resulting tweaks can only make OGI a better mod.

The work boat thing is kicking my butt. I just generated my 1200th work boat. The micromanagement is a girl puppy.

The AI isn't doing much terraforming. They don't do any at sea, so I'm kicking their butt on teching, and on economy. I have 200K gold in the bank, generating 30k a turn, my 10% espionage is 6X what they can spend, and I get a tech a turn. It's 735 AD, I think, it's all over but the shooting. Most of the time I gold-rush everything every city builds. Expensive stuff I give it 1 turn to reduce the penalty.

The AI doesn't fight well. They can't launch an effective invasion. Heck, there is a size 2 barb city with no units in it, and 3 AI civs all have troops there, on the same square, and none of them take it.

You should look at K-Mod, the AI fights much much better, so much better he's reduced all the artificial bonuses the AI gets.

He's done a lot of things right, but if you look at the last few pages of the thread, you'll see my comments on a couple major problems ("global warming" and "inflation") that I take serious issue with.

BTW, he's got a nice addition to the financial advisor, that provides a lot of GW info. The only problem is, even knowing why the game is going south, you can't really do anything about it, because of the major design flaws in the GW concepts.
 
MORE NOTES:

Okaaay, the "Pirate" torpedo boat isn't very "pirate", as it isn't flagged incognito. Moving it into the AI's territory starts war.

I've scratched my head a bit, and I can't see any use for the merchant Qship. It doesn't carry cargo, so why not build destroyers? I guess you can use it to convert old cargo ships to something with some offense, but at str 16, it's as good as a transport, which is...str 16.

Creating a mine on a hill or mountain with no resource tells you there is a small chance of discovering a resource later. However, this has NEVER happened in my game, not once, and I have mines all over the place.

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.

At the start of many turns, while AI is moving, I'm suddenly startled (shocked is more like it) by HUGE booms. Is this AI mines exploding, or what? I never see anything, no messages, just huge BOOMS, like cannon blasts.
 
Okaaay, the "Pirate" torpedo boat isn't very "pirate", as it isn't flagged incognito. Moving it into the AI's territory starts war.

On my list to check.

I've scratched my head a bit, and I can't see any use for the merchant Qship. It doesn't carry cargo, so why not build destroyers? I guess you can use it to convert old cargo ships to something with some offense, but at str 16, it's as good as a transport, which is...str 16.

Merchant Q-Ships have a big attack advantage over torpedo boats and submarines. We are thinking about raising the advantage even further.

Creating a mine on a hill or mountain with no resource tells you there is a small chance of discovering a resource later. However, this has NEVER happened in my game, not once, and I have mines all over the place.

It is very rare to discover a resource later, but it is possible.

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.

Hmmm... This is definitely on my list for a possible new worker action.

At the start of many turns, while AI is moving, I'm suddenly startled (shocked is more like it) by HUGE booms. Is this AI mines exploding, or what? I never see anything, no messages, just huge BOOMS, like cannon blasts.

You have entered the age of Mine Warfare! The explosions are mines that detonate and kill one or more units on a plot. Explosions are from the owner's mine detonation, AI or human. Mine warfare is a huge achievement and I believe you are in for a few surprises. :D
 
It is very rare to discover a resource later, but it is possible.

Well, on K-Mod (which I've played quite a bit) it happens around every 10 turns or so, with about 1/2 the map or more in my possession. I've got about 1/2 in the OGI game I'm playing, and I haven't seen it happen once, I've been watching.

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.

NOTES:

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.
 
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