Does the first chariot unit have 6 strength? If it does then you have patched correctly. The old version the chariot has 5 strength.Thanks pie. I think I have uploaded but is there an easy way I can tell that I'm actually playing on the beta patch??
Flood plains: hm... normally flood plains appear on desert plots. this could be a mistake in scenarios. Just imagine, grass and flood is more like a swamp... too wet for barley. On random maps grass and flood plains can't be created.@pie_at I have noticed that floodplains alone is not enough to allow grains to spread. For example Barley cannot be spread on a grassland + floodplain tile, but can be spread on a desert + floodplain tile. Its conditions state 'Steppe or flood plains'.
I will run an AI game later and update if the archer spam has been fixed.
and this patch differs to the first patch on: Rowing I-V instead of Navigation I-VThanks pie. I think I have uploaded but is there an easy way I can tell that I'm actually playing on the beta patch??
Cool!@brettschmitt: Looking good. All the best features from the previous map, but turn times look promising. I shall play as Romans and try to add Etruscans as a challenge!
On my map I am using grassland+floodplain to simulate the Nile river valley, which was much more agriculturally rich than a desert+floodplain tile would be. On the scale of my map I would need 2 tile wide floodplains in places which also has no visual indication without yields on. I was thinking that because grassland floodplains does not appear in random maps, what is problem with allowing barley to grow on these tiles? Unless a map maker makes use of them the player will never know. Currently almost all other grains and livestock can spread to a grassland+floodplain tile.Flood plains: hm... normally flood plains appear on desert plots. this could be a mistake in scenarios. Just imagine, grass and flood is more like a swamp... too wet for barley. On random maps grass and flood plains can't be created.
Archer spam: yes, please.
I believe only rice can spread to swamp? This limits this as a possibility immensely.why don't you put swamp to the nil delta?
I agree, I am pointing out that:I like the fact that not all types of grain can be spread everywhere. there are some differences (ground, climate, dryness, fresh water).
Nice screen! And good to hear that turn times are playable even on your oldtimerBesides, Im playing @Noble so maybe I can afford to goof up a bit.
Turn times are great, 25s@turn 250 is perfectly reasonable for a low end laptop like mine (7yrs?). Excellent work!
However the timeline of this mod does not stop at 1200BC. Is it possible to turn swamp into productive grassland? Because by the time of the Greeks and Romans, the Nile delta was very rich. The only way I have found to simulate this is to put jungle on top of the grassland to slow down development, ideally though there should be other ways to improve this terrain.tot: I'd say the nil delta at those times was a marsh. Look at the ancient cities there. Do you find any (big) city in the nil delta about 1200 BC? No. They are all around. (ah, I hope we talk about the Nil delta from Giseh on). Tanis was on the right border at 1200 BC.
I thought this as well, however after a bit of googling I found this from (https://www.ancient.eu/article/997/ancient-egyptian-agriculture/).ot: I'd say the nil delta at those times was a marsh.
This sounds to me like it was in fact easier to do agriculture in the delta. This makes sense to me as the Nile delta by definition was self irrigating, it is where the water splits into many different branches that could be easily harnessed for agriculture. On the other hand during the Nile's course silt will build up on its banks and in irrigation channels, requiring additional work to maintain them.Egyptologist Barbara Watterson notes how the Delta Region of Lower Egypt was far more fertile than the fields of Upper Egypt toward the south and so "the Upper Egyptian farmer had to be inventive and, at an early date, learned to cooperate with his neighbours in harnessing the river water through the building of irrigation canals and drainage ditches"
I meant these resources to be food resources and to replace things like barley and pigs in Europe. If they use the same limit per city as other food resources I do not see how they would make for bigger cities unless you gave them higher food output. Why would a city with 2 barley need to be smaller than a city with 2 onions? I would think the ease of harvesting grains over vegetables would keep grains a better food source; and thus limit the population of northern cities until they could import higher quality food resources. This seems to be more realistic, not less.About the other wealth resources: I got enough of them. It is not realistic to have big wealth cities, so I'd prefer to to decrease wealth bonuses instead of adding more of them. northern people have the possibility to get a druid with his herbary
Yes, indeed, it's not save compatible. cause I added some cities in the civilization.xml and I couldn't load my latest save. ;(@PiE: Great news! Do you reckon the final version will be a savegame breaker? If so I shall wait before starting a major new game.
@brettschmitt: Will you be editing your map or can I go all in on this version?
Yes, you can drain swamps in PAE. (later on, eg. with sewerage and levees)However the timeline of this mod does not stop at 1200BC. Is it possible to turn swamp into productive grassland? Because by the time of the Greeks and Romans, the Nile delta was very rich. The only way I have found to simulate this is to put jungle on top of the grassland to slow down development, ideally though there should be other ways to improve this terrain.
I thought this as well, however after a bit of googling I found this from (https://www.ancient.eu/article/997/ancient-egyptian-agriculture/).
all of the text speak from the border of the delta. As I thought of. I can't imagine it makes sense to work in the middle of the delta when a big flood destroys all surounding area. at the border of the flood, canals and buildings are easier to protect from those water-dirt-masses twice a year.This sounds to me like it was in fact easier to do agriculture in the delta. This makes sense to me as the Nile delta by definition was self irrigating, it is where the water splits into many different branches that could be easily harnessed for agriculture. On the other hand during the Nile's course silt will build up on its banks and in irrigation channels, requiring additional work to maintain them.
Another quick google shows that Barbara Watterson does seem to have a few books about egypt: (https://www.google.ca/search?tbo=p&tbm=bks&q=inauthor:"Barbara+Watterson")
that's true, it makes no difference if you spread grain or onion. BUT it makes a big difference if you gain +1 wealth for every kind of cultivation bonus. so you would be able to get 20+ pop cities without illness. that's unrealistic. that's why I changed the +1 wealth for every type of grain and only give it to the granary. so I could decrease grain bonus from +5 to only +1. there are so many things (bonuses and buildings) that increase the wealth of your cities.I meant these resources to be food resources and to replace things like barley and pigs in Europe. If they use the same limit per city as other food resources I do not see how they would make for bigger cities unless you gave them higher food output. Why would a city with 2 barley need to be smaller than a city with 2 onions? I would think the ease of harvesting grains over vegetables would keep grains a better food source; and thus limit the population of northern cities until they could import higher quality food resources. This seems to be more realistic, not less.
There will be some minimal changes. But nothing game changing. So you can take this version as well...@brettschmitt: Will you be editing your map or can I go all in on this version?