Thank you!!
It can be overridden. Afforres wrote a code long ago that can overwrite the tech arrows. Do you want the source code?I see. Well if that is the case I think I shall have to look into the DLL to change that. As my mod has many, many AND relationships.
That sounds really good. I'd be happy to merge such a modcomp.Basically I want to make it so that railroads can only be built on a tile next to a city or another railroad. But not next to two or more railroads. Basically to combat railroad spam in the late game. And I know logically what the script should look like, just not where to put it.
Basically to combat railroad spam in the late game.
I don't like it though. And the mod is my world of which I am the god of.![]()
Basically what I dislike is that:Well, it was quite an abstract remark - basically that the standard density of the railway network in vanilla is quite realistic in itself. At the same time, according to my observations, the absolute meaninglessness of "spam" is mostly infuriating - after all, in real life, even the ubiquitous Victorian narrow-gauge railways did not connect "empty" tiles.
I totally agree.Basically what I dislike is that:
1. It looks bad
2. It trivializes movement
3. The production bonuses incentivize it heavily
4. It removes the strategic aspect of cutting railway lines, holding cities and generally makes things more dull.
1. It looks bad
2. It trivializes movement
3. The production bonuses incentivize it heavily
4. It removes the strategic aspect of cutting railway lines, holding cities and generally makes things more dull.
So I was thinking of doing is:
1. Remove all bonuses for worked tiles.
2. Make constructing railways slow. Like maybe as much as 5-10 times as many turns. Probably closer to 5.
3. Add this script if I can make it work.
Note that in my Mod railroads are basically something you can build from the start. So I have to account for that as well. And giving players economic incentives to put railroads everywhere is going to unbalance the early game. Since I kind of already have too many hammers in there due to some tech shifting like electricity in era #2 as opposed to #5.
Note though that you can always replace single ANDs with single ORs. In your screenshot, that would take care of almost all arrows.I see. Well if that is the case I think I shall have to look into the DLL to change that. As my mod has many, many AND relationships.
...and you can also use the same techs as AND andr OR requirements at the same time.Note though that you can always replace single ANDs with single ORs. In your screenshot, that would take care of almost all arrows.
For "Civil Engineering" you could have "Reinforced Concrete" (or "Steam Power"?) as a single OR requirement, and "Public Education" as an AND requirement. This is how vanilla civ does it in many places.
Do not complicate things. Complicated = bad. Simple = good.Well, I do not propose to give out the "railway advantage" in full immediately at the beginning of the game.
For example, because in reality, rail transport over the past 100+ years has demonstrated, to put it mildly, progress. The freight turnover of railways in the same USA between 1900 and 2008 increased tenfold (for 1980-2008 - about twice), despite the fact that the length of railways even slightly decreased.
Spoiler :
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"Green" is just the cargo turnover, the scale (in millions of tons per miles) is on the right.
At the same time, the cost of railways relative to available resources demonstrates no less interesting dynamics. Steel production in the USA is even now about 9 times more than in 1900 (there is some discrepancy in the figures).Spoiler :At the peak (in 1973) it was even more interesting.
Of course, the railway is not only steel. But if we take the share of railway equipment in the total production of mechanical engineering and Co., the ratio between 1900 and the present will be simply monstrous. The modern car industry is something terrible, from the point of view of squandering resources, including.