poisoned water supply must be fixed!!!

Hristo

Chieftain
Joined
Sep 28, 2003
Messages
47
:mad:
Well, loosing a size 11 city down to a size 2 in 9 turns...thats just silly. What did the dev. think of? This cant be WAD? I meen, how do you poisen a city next to a grand river with fresh water so that 90% of its citizens dies? :lol:

It have happened to me, twice...

Where can I find how many Esp. points I have? (not my foes)
 
I don't have a problem with poisoned water killing citizens, but I do think there should be diplomatic penalty for getting caught doing it. Trying to kill millions of innocent citizens is an act of state-sponsored terrorism and shouldn't go unpunished by the international community.
 
Yeah, just few minutes ago I reduced the major city from 15 to 5 in 5 turns!
 
Hasn't anyone modded this yet? I realize that we can wait for Firaxis to push the next patch, but somewhere in the code, two numbers are being multiplied that shouldn't be. Not doing that should be a simple, simple fix. I don't have BTS yet, but I'll poke around once I do.
 
There is only one number which governs turns *and* power of the effect. You can have 8 turns of 8 or 24 turns of 24 (or 12 turns of 12). Go into the bug forum to see what others already figured out and how it can be modded to at least lessen the effect on marathon.

Edit: Why do I even have to say this? Zoolooman provided a link just three posts above this one.
 
There is only one number which governs turns *and* power of the effect. You can have 8 turns of 8 or 24 turns of 24 (or 12 turns of 12). Go into the bug forum to see what others already figured out and how it can be modded to at least lessen the effect on marathon.

Edit: Why do I even have to say this? Zoolooman provided a link just three posts above this one.

Yeah, I just read that thread, and it is more complicated to balance, especially given the fact that one population point can die per turn. Still, the code for that stuff isn't going to be terribly complicated, so once a good solution is designed, it should be pretty easy to implement.
 
For those that said this should carry a hefty diplomatic penalty - I agree.

In some cases this has the same impact on your population as having a nuke dropped on your city.
 
Not having the game, please bear with me:

I've read the other thread and concur that it certainly is an OP tactic on Marathon. It has been expressed that focusing on :food: tiles will help offset the Foment :yuck: to slow the gradual deaths of your population.

How effective does the :culture: slider balance the Foment :mad:? It would seem to me that finding 8 extra :) with the right Luxuries, Markets, Theaters & Colosseum's would require running 2 or 3 notches higher on the Culture slider. Inconvenient, but not breaking. Is it at all effective?

Would placing these in your high pop/caliber cities - along with a Spy to deter - be an effective counter?
 
easy set the cultural slider high, with alot of Dye. That would easily finish of the Foment Anger.

It wouldn't. Since you can't set the cultural slider for an individual city setting it high will cause you too lose massive commerce that you could use for research or money empire-wide.

If you have more than a few cities using the cultural slider to fight spy-formented Anger will lead to worse results than ignoring it.
 
Essentially what I was getting at. It would seem that having your capital decimated while running Bureaucracy would be more devastating than running your culture slider at 20% (FOR EXAMPLE) and sliding it backward as the Foment :mad: lessens. If it was a less-important border city, I would unfortunately 'let them eat cake'.

I'm just not sure of the timing with regards to Culture multiplying buildings and the arrival of spies with sufficient EPs backing them. Originally I thought I would be altering the XML to lessen the effect of this event, but thinking about a counter brought this solution to mind. I was wondering - with so many number crunchers and advanced play-testers - if the short term Culture raise was the most effective counter...
 
Aside from Marathon having -wrongfully- tripled the effect of this event, does it HAVE to be modded?

There has been presented two workable solutions for this. If anything should be modded, it is that fact that no other civ in the world seems to care that millions of 'innocents' are being murdered.
 
Aside from Marathon having -wrongfully- tripled the effect of this event, does it HAVE to be modded?

There has been presented two workable solutions for this. If anything should be modded, it is that fact that no other civ in the world seems to care that millions of 'innocents' are being murdered.

If spy mission is so powerful, there must be thing to counterbalance it. Last night I sent in a legion of spies to my next door civ and just laid waste to all his cities. :goodjob:
 
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