Arkenor
Warlord
Herd - Ratite Flock can't be made by cassowary, but they are definitely ratites.
I tend to agree that -50 is probably ok, though I would also request a tweak to the increases hat come with later techs, just because a tech changing soothing from -50 to -49 really might as well no be there (so make it plus 5 with economics is all I'm asking for).
I think the high cost (low cost/science efficiency) is fine at the point (early Renaissance) when universities first appear (they were very rare prestige institutions at that time), so long as they eventually become more mainstream (which is achieved through the boosts with later techs, provided they scale a bit, and with later dependent buildings).
@Snorfu1 - it's -60 for you (and the original -100 was -150 for me) due to difficulty level I think (which impacts base maintenance modifiers)
The things is, as time goes on -50 becomes nothing. Your making so much gold it doesn't seem like all that much.
The things is, as time goes on -50 becomes nothing. Your making so much gold it doesn't seem like all that much.
Possibly...but then the +1 with economics is one 50th of nothing...so why have it at all?
; Set to 1 for no python exception popups
HidePythonExceptions = 0
I think that the University having a pretty high maintenance is OK, as long as the various additional building that require it (anthropology lab and such) have more moderate maintenance costs. That way the immediate benefit is small (or possibly about nothing on high difficulty levels with higher maintenance) but its value increases as you build the additional things and it picks up a few small increases from techs. In most cities you might not build one until after one or more of the later additions is available and to a large extent this mirrors reality where there were initially only a small number of universities but now they are all over the place.
All those are Python Exceptions. If you are not debugging you don't need the pop ups just use the logs especially PythonErr.log which you should post here. If you are debugging your Python then the pop ups are sort of useful, although I go to the log anyway.
Turn the popups off by changing your Civilization.ini fileCode:; Set to 1 for no python exception popups HidePythonExceptions = 0
Set the HidePythonExceptions value to 1.
I expect it means the Very Tall Grass feature, much like the wood related buildings tend to need the forest feature and such.
On another topic you can't build rafts without Prime Timber, Wood or Bamboo none of which are available until "Woodworking". I suggest the "Raft building" tech be moved to after (ie require) "Woodworking" not "Simple Woodworking" as t does now. Or have its name changed as it does not let you build rafts as it is.
You can also enable the Driftwood gatherer at raft building so you get your resource of wood.
Since i highly doubt that you need special skills to collect driftwood at the beach.
In opposite to do real wood working that is.![]()
Good idea.![]()