there are just too many twos on this Tuesday and not noticegreat job on this mod !!
I'm finding AI development to be quite slow as well, though I've really only been playing on the 18 civs+barbs map. But just conparing it to the previous patch it seems slow. Two possibilities I can think of (beyond any changes there may be under the hood): The reductions in fish is creating a lack of food and population growth. And immigrants no longer being able to found cities. On the barbarian map the AI is really struggling to make headway.
One suggestion I have: cedars are hard to see now. I think the old darker graphic was better.
Today is Tuesday, 2022-02-22
and 12 years anniversary from my first PAE comment
there are just too many twos on this Tuesday and not notice


YesAlso, I have been wondering, have you ever played with the idea of completely overhauling the health system?
This sounds good.Clams and crab are the best example, I guess. I just don't see how I would be able to transport them to other cities and still get a +1 health bonus when I feed them to the locals. I would rather expect a small epidemic. So fish, clam and crab only +1 locally.
there is a curing hut in PAE. it provides an extra health point. it can only be built when you possess fish, deer, cow, pig or sheep.Build a smokehouse (curing hut would be more accurate) and receive +1 in all cities for cured fish but not for clams or crab (I have never found any instances of those, nor have I ever found derivative products like clam oil or crab powder that warrant a health bonus).
No, not in CIV.Or do you feel that once cows (pigs, sheep) are domesticated, smaller herds live near all your cities?


hm... I don't know... they ripen during transport nowadays... and it's not possible in CIV to allow only edge neighbours to trade them. I let them as they are.Banana... Also only local health benefits. Importing banana (from vassal most probably)... Dont they go bad?
That's right. Why not.Another thing: why did you choose to make banana not cultivable? I mean, they were obviously cultivated. Right?
but you can obtain it from other cities, but more expensive (40 instead of 20 gold and 60 via trade agreement from another CIV).Loss of health bonuses can be compensated easily. My first option would be to look at increasing the number of cultivable resources per city. To make that playable, you would have to make it a bit easier to cultivate. A few more wagons, or collecting a grain or olive kernel from any city that consumes grain or olives rather than having to obtain it from a city that actually grows it. If this would make it too easy, I would be more than willing to accept a smaller chance of succes of cultivation.
that's true. Although grapes->raisins is similar to fish->cured fish. And I don't need an extra building for fish.You could also give grapes (raisins) their health bonus back.
I really want to reduce all the health bonus resources because they are too much! I'd prefer building levees, aqueducts, etc... so that only high technological CIVs have big cities and not nomad CIVs for instance.Or add other fuits that may be dried like figs. Apart from dates, those play no role in the game. I guess nuts are included in the base food for forest. You could even give grain their health bonus back, although I understand that staple foods in actuality don't add up. When a people starts eating rye, they will most probably start eating less wheat or whatever they were already eating. Maybe granary +2. But now I'm just rambling on.
How?Bottom line is: for me personally (and others with me, I presume), cultivation was a huge improvement to the game, but it kind of grew old on me. Find barley, get barley, cultivate barley, done. Find Pig, get pig, cultivate pig, done. I would very much welcome a more elaborate system of cultivation.
no, it was very helpful.Bet hey, I am a builder in a game that in my opinion leans towards war pretty heavily. Maybe most can't wait to go to war and don't want to bother with micromanagement and I have been typing all of this for nothing.![]()
there is a curing hut in PAE. it provides an extra health point. it can only be built when you possess fish, deer, cow, pig or sheep.
the idea is not bad, but it is technical not possible to give them only local health without a building.
I like the idea, to create a new bonus resource that gives global health and can be traded eg cured fish and cured meat (because, so I can reduce some health bonus, I think there is too much of it in PAE).
What I could think of:
I could remove health bonus from fish, crab, clam and pig, deer, cow, sheep. giving them more food bonus only (local bonus).
A curing hut for fish (local fish, crab, clam (why not? they can also get salted getting a cured product)) would produce cured fish, that provides +1 health in each city.
A curing hut for meat (local cow, pig, sheep, deer) would produce cured meat, that also provides +1 global health.
This would reduce health bonus in game (what I recommend) from 7 to 2. (3 water and 4 land resources).

but you can obtain it from other cities, but more expensive (40 instead of 20 gold and 60 via trade agreement from another CIV).

that's true. Although grapes->raisins is similar to fish->cured fish. And I don't need an extra building for fish.
I really want to reduce all the health bonus resources because they are too much! I'd prefer building levees, aqueducts, etc... so that only high technological CIVs have big cities and not nomad CIVs for instance.
Ah, yes I see. I rename it to curing hut.I am aware. It's just that in the English version it is called a smokehouse. Only in the text of the civilopedia entry for smokehouse is it suddenly called a curing hut. I think the latter is more accurate since civilizations had various ways of curing food.
Because otherwise the AI would trade it for nothing. A bonus resource should have health or happiness bonus. either itself or as part of a building.Very interesting. For me this suddenly raises the question: why do food resources give a health bonus?
I agreeBanana? Not preservable but maybe they should be an exception to my own new rule because they provide so many vitamins and potassium they deserve a bonus in itself? I'm trying to meet you halfway regarding the banana's. I still dont think civs should be able to trade them, the trade routes back in those days were just way too long. And when they are made cultivable, any civ with jungle can grow them. No jungle, no bananas.
The AI is not the problem. I can explain this to the AI.Another option would be to allow cultivation of more food bonuses per city, so that your food production grows gradually with small steps that require an effort. In my mind this represents slight local improvements in farming techniques. Here lies the opportunity to make my wish for a more significant role for cultivation come true. Wagons, spreading resources to farms, pastures and plantations, would be playing almost as big a part in growing cities as the workers that build the improvements. There might be serious hangups though since it increases potential food output per city radius. You're the expert on that. It changes the effect of the invention of the scythe for example, or the difference between plains/grassland/jungle/hills based civs. Also very important: can you make the AI adjust to this system?
You're right. No health bonus for clams and crab. only food bonus. shall crab and clams get cultivated via workboat then?Salted clams and crab? I'm not convinced ancient civiliziations produced those. It may be, I just never came across any examples. Also, before you build a saline or have a salt mine, would you have enough salt? On the other hand, I was under the impression that cured fish was actually distributed inland (and possibly traded). If you want to provide extra health on coast, maybe settling on coast can give a +1 bonus because of the temperate climate.
Yes, it was a pity if sheep, cows and pigs would give no added value.... I could change the cultivation system for that:As for meat, I think that's okay but there would no longer be any added value to having sheep, cows AND pigs in your realm. I think that's a pity because I like to scout the earth for resources. On the other hand, I don't think the Indians are any less healthy for not eating beef and neither are the Hebrews for not eating pork. There still is a difference becuase the tile revenue is different with every animal. But that is a really small influence on the game. A little less exciting but not too much of a problem, I guess. Maybe the differences in the revenues different animals produce can be emphasized. Although I hardly see any room for that since more resources per city would probably warrant a reduction of revenue, rather than an increase.
This has strategical reasons. A city can become a trading center that provides +1 trade route. If I could trade those special goods from every city, then every city can get a (famous) trading center even if it has Pop 1 and stucks in an inhospitable tundra landscape.I meant when I'm visiting another civ with a trade wagon or merchantman. When Rome (the city) is inland and grows wheat and my merchantman is in coastal Ravenna where they eat wheat, why can't I buy a sack of grains there? Why do I have to go all the way to Rome? What is really annoying is that sometimes a civ doesn't build a city close to a grain. When it (eventually) improves the tile, I still can't buy that type of grain since it is not in any city's radius. This also happens when a civ pushes it's borders into another civ's city radius. The grain is right there on an improved tile and they are consuming it all through the empire, but I can't get any anywhere!![]()
If you really want to reduce health, I think there are some rare bonuses that could do without a health bonus. Take amber, people used to believe (some still do, by the way) that it had healing properties. In my opinion, if you want to give amber a bonus it should be a happiness bonus (also without a forge) because it made poeple believe they were healthy and therefore happy. But believing you are healthy is not actually being healthy. So you could skip that one. Exactly the same goes for magnetite. I would much rather see Figs being introduced than those two. Silphium? Kind of like the Urus. A bit of lore is nice, but if you want to reduce health bonuses, you might consider to reduce Silphium's bonus.
Because otherwise the AI would trade it for nothing. A bonus resource should have health or happiness bonus. either itself or as part of a building.
Why food should give health bonus: otherwise your cities couldn't grow (unhealthiness decrease food per turn).
The AI is not the problem. I can explain this to the AI.
But if all cities have bonus resources around every plot, I don't know if this is really a player's wish. Isn't it better to have strategic rules/limits to think of?
You're right. No health bonus for clams and crab. only food bonus. shall crab and clams get cultivated via workboat then?
Yes, it was a pity if sheep, cows and pigs would give no added value.... I could change the cultivation system for that:
now it works like this
Settlement: 1 bonus possible (either pigs, cows or sheep or grain)
Village: 2 bonuses possible (2 livestock/grain, no matter which)
City: 3 bonuses possible (3 livestock/grain, no matter which)
Provincial city: 4 etc.
what if I change that system from "no matter which" to it must be different? only one certain bonus allowed. the amount of possible bonuses will be the same.
So if you only have cows, you have to get another bonus resource to distribute to a village.
This has strategical reasons. A city can become a trading center that provides +1 trade route. If I could trade those special goods from every city, then every city can get a (famous) trading center even if it has Pop 1 and stucks in an inhospitable tundra landscape.
I want that Cyprus is the copper hot spot and not eg. Alexandria. I want that your merchant travel to the Baltic Sea to get amber. This is more accurate. And it would distort the bonus value and the difficulty if you can trade amber eg just 6 plots from Syracuse to Carthage.

OMG NO!
In ancient Rome amber was used as medicine and as a protection against different diseases. Calistratus, the famous physician of those times, wrote that amber protects from madness, powder of amber mixed with honey cures throat, ear and eye diseases, and taken with water cures stomach illnesses. Even in Egypt and Persia you can found amber in medicine.
Magnetite was used to stop bleeding and controlled haemorrhage, as well as purgative.
Silphium could be used to treat cough, sore throat, fever, indigestion, aches and pains, warts, and all kinds of maladies.
I agree with most of your suggestions. Except one: I want to lower health bonus!
But this is not said, to use cow, sheep, pig for other things, as you said: you are a builder, you want to build up your cities. Because you are the second "builder" I know - in the German forum a user named JD had the same suggestions last year - I am willing to add more buildings for those daily things every civilization had in general.
You could help me, in making a list of buildings that shall get included into PAE. And those buildings don't need to get more health or happiness, they can add food, prod, culture or even as prereq building for other buildings or as a prereq building for units (eg tanner)
The point about getting bonus res from neutral/foreign territory: I'll ask in the german forum. This would fully destroy the basic feature of CIV to trade via audience.
but yes, I am not averse about that.