pineappledan
Deity
How is City Connection Gold calculated? Is it the same as in Vanilla? In vanilla it's:
(population * 1.25) + 0.01
Is that still the case in CBP?
(population * 1.25) + 0.01
Is that still the case in CBP?
I know that is wrong, but I don't know the formula. In VP a city with 1 citizen will actually have negative gold for a city connection (happens with Carthage all the time)How is City Connection Gold calculated? Is it the same as in Vanilla? In vanilla it's:
(population * 1.25) + 0.01
Is that still the case in CBP?
int CvTreasury::GetRouteGoldTimes100(CvCity* pNonCapitalCity) const
{
CvCity* pCapitalCity = m_pPlayer->getCapitalCity();
if (!pNonCapitalCity || pNonCapitalCity == pCapitalCity || pCapitalCity == NULL)
{
return 0;
}
int iGold = 0;
int iTradeRouteBaseGold = /*100*/ GC.getTRADE_ROUTE_BASE_GOLD();
int iTradeRouteCapitalGoldMultiplier = /*0*/ GC.getTRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER();
int iTradeRouteCityGoldMultiplier = /*125*/ GC.getTRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER();
iGold += iTradeRouteBaseGold; // Base Gold: 0
iGold += (pCapitalCity->getPopulation() * iTradeRouteCapitalGoldMultiplier); // Capital Multiplier
iGold += (pNonCapitalCity->getPopulation() * iTradeRouteCityGoldMultiplier); // City Multiplier
iGold += GetTradeRouteGoldChange() * 100;
if (GetTradeRouteGoldModifier() > 0)
{
iGold *= (100 + GetTradeRouteGoldModifier());
iGold /= 100;
}
return iGold;
}
Yeah they did get obsolete rather quick so I upgraded most high exp ones, they did keep the extra move on hills which is really nice, only thought about the faith on kill which they do lose.Do you upgrade Pictish warriors for pikeman str or keep as long as possible for faith on kill or do you upgrade some, ie the most or least experienced?
Wow, it means that you need a 7 pop city before it is economically safe to connect it with a 3 tiles road, without Progress. 9 pop city for 4 tiles road. Settling farther than that sounds crazy now.Thank you!
So sample calculation:
Capital has 10, city has 5
(10*0.06 + 5*0.50) - 1
= 0.6 + 2.5 - 1
= 2.1
Is that right? That seems pretty inconsequential... I guess it is basically 1per 2
after 2 pop though...
How did the old caravansary city connection bonus add to this? If you built one in the capital, did it even factor into the calculation, or just the connected city?
Yes and we're not going to talk about its balance because historically roads have never been directly economically productive (Part of the factors of the Fall of Rome was because of their massive road infrastructure and modern countries today see the heavy cost of maintaining freeways and heavily used street roads). However, roads have been indirectly economical productive as seen in the Silk Road and its trade throughout the world.Wow, it means that you need a 7 pop city before it is economically safe to connect it with a 3 tiles road, without Progress. 9 pop city for 4 tiles road. Settling farther than that sounds crazy now.
Or you want to send trade routes to get rid of isolation. Sending trade routes to city states that early only yield 2-3 gold at most.Yes and we're not going to talk about its balance because historically roads have never been directly economically productive (Part of the factors of the Fall of Rome was because of their massive road infrastructure and modern countries today see the heavy cost of maintaining freeways and heavily used street roads). However, roads have been indirectly economical productive as seen in the Silk Road and its trade throughout the world.
And you want to connect roads mainly at 3 pop cities because that's when city isolation becomes a thing.
I'd love to see a scientifically backed article on that, because from what i know the road infrastructure was a key to roman sucess . Due to political discord and factions, which were the primary reasons of the fall, led to roads beeing unsafe and unmaintained.Part of the factors of the Fall of Rome was because of their massive road infrastructure
No doubt. Fall of Rome's scenario noted that city connections provided Roman Heritage (+1 Happiness from City Connections) from the beginning of the game.I'd love to see a scientifically backed article on that, because from what i know the road infrastructure was a key to roman sucess .
Which is why major roads became its own demise. Roads are hard to maintain once developed. That's why losing enough Roman cities created the Neglected Infrastructure (-50% Gold from City Connections) If you consider the roads of the Western Roman Empire compared to the Eastern Roman Empire, you saw a lot of inefficiency in its Roman bureaucracy... This led to huge problems such as the Western Romans didn't have enough gold to fund any "viable" standing army within Rome. They had legions standing at the borders, but once they fell, it was every Romans for themselves within. Western Roman hired foreign armies, in respect to the increasing cost of Legions, to fight for them and in the end when they couldn't pay the foreign armies their increasingly large fee, they pillaged Rome themselves. Rome was ripe for the picking and after all the "barbarians" used the roads to their own advantage in Familiar Pathways (Enemy using roads as if it were their own) better than the Romans could during the fight for Rome. After all, all roads led to Rome.Due to political discord and factions, which were the primary reasons of the fall, led to roads beeing unsafe and unmaintained.
It wasn't the too much roads, it was the bureaucracy of having too much roads that destroyed Rome. Bureaucracy is always a cycle of inefficiency. You have reforms made to improve the system(or its creation in the first place). It stagnates later on as the system gets cluttered. Then, people call for reforms and improvements to improve the system. This was a vicious cycle interrupted by the barbarian invaders.It certainly was not "they had too many roads". In contrary - many villages and cities in europe were founded along a roman road, which, in VP, is depicted as villages/towns beeing extra prodcutive on roads.
City Connections were nerfed for a reason.Or you want to send trade routes to get rid of isolation. Sending trade routes to city states that early only yield 2-3 gold at most.
That's intentional early on. I don't like the 'glut' that city connections were creating, gold-wise. Gold should come from trade routes and city planning, not a generic road.
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Am I supposed to be able to demand tribute, for production in this case, every turn?
Playing june or july version.
Inspiration + whatever is a good start.What would you recommend as religion for authority Persia? (epic/emperor/standard size)
Sadly planned Hero worship was taken by first religion and also Cathedrals.
Thrift for instant boost of golden age points and gold or Inspiration, because its just so good and I always need culture.
There is also Mosque for bonus during golden age or stupas for golden age points, neither feels that good but I'm asking because I'm so unsure.
For founder Holy law is just sooo good.
Apostolic tradition gives Golden age points but seems a bit lack luster in other regards.
After a few games with holy law Council of elders doesnt feel that good anymore.
Inspiration + whatever is a good start.
Council of Elders is good for trying to get a specific wonder, such as Hagia Sophia or Alhambra. Science unlocks it, production builds it. Chichen Itza seems pretty good for Persia too. Holy Law is also good. Way of Trascendence is strong too, even if you are already in classical era when you found your religion.
When you enhance, I wouldn't take Stupas. Mosques can be a good follow up to inspiration. Thrift can help you pay for unit upgrades. Just take whatever you feel your empire could use some more of.