Leondegrance
Prince
- Joined
- Sep 16, 2018
- Messages
- 303
Organization policy (under Progress) states that trade units are trained 25% faster. Are GMs considered trade units and if so is their growth affected by the policy ?
All era scaling works the same way (except for Tributing City-States and if otherwise specified).What is the more precise meaning of "scaling with era" under many of the policies ? Is it double the initial amount of bonus, is it fixed percentage per era, or is it too varable to be listed for practical reasons ?
No, Great Merchants are not considered trade units. Trade units are Caravans/Cargo Ships only.Organization policy (under Progress) states that trade units are trained 25% faster. Are GMs considered trade units and if so is their growth affected by the policy ?
https://forums.civfanatics.com/threads/guide-map-scripts.637015/thank you, tu_79. Not sure what you mean by the planet simulator or other maps with tectonic base. You make it sound like someone actually tried to model planetary formation geophysics ....in civ 5!!
I have only 1 folder in my installation under mods that references maps, called "mapscripts". It has a single .lua file in it " communitas". Is that what i should be editing?
It is kind of spiral effect because unhappiness reduces income. Reduced income lowers your median or average gold yield which triggers more unhappiness from poverty.No, happiness is calculated based on yields before any unhappiness penalty. Direct unhappiness spiral doesn't exist.
However, your infrastructure will hurt from unhappiness due to reduced gold and production, which indirectly leads to further unhappiness.
It is kind of spiral effect because unhappiness reduces income. Reduced income lowers your median or average gold yield which triggers more unhappiness from poverty.
It does not what ? Doesn't unhappiness reduce income at a max cap of minus 20% ?No, it does not. It explicitly does not do this. I just want to make that clear - unhappiness penalties are only applied to yields at the 'national' level, whereas the calculation only looks at the city level.
G
It does not what ? Doesn't unhappiness reduce income at a max cap of minus 20% ?
Anyway, be it national or local, yields are always compared to the corresponding global yield averages of the world Civs. Thus a spiral effect can be identified. Though the player will certainly take correcting measures but for some time you can watch the spiralling effect in play.
If the national yield averages (which determine unhappiness from needs) ignore the reduced yields coming from unhappiness (cap - 20% yield), then a spiralling effect cannot be observed.I wrote the code: the national yield for outside calculations like average does not take into account unhappiness, that is calculated after the fact and for the player only.
G
If the national yield averages (which determine unhappiness from needs) ignore the reduced yields coming from unhappiness (cap - 20% yield), then a spiralling effect cannot be observed.
I wonder what made you code it this way. Do simulations show severe spiralling effects if it was coded the other way ?
If the national yield averages (which determine unhappiness from needs) ignore the reduced yields coming from unhappiness (cap - 20% yield), then a spiralling effect cannot be observed.
I wonder what made you code it this way. Do simulations show severe spiralling effects if it was coded the other way ?
In addition, does scouting promotion increase or decrease this multiplier? When visibility range is increased, more tiles are uncovered.I think each tile has 20% chance for 1 XP.
Are you playing on quick game pace? If you were to win 1XP at standard speed, you win 1/2 XP on quick speed, but the interface only show integers, so "0XP".Civilopedia says "Reconnaissance gains XP from revealing tiles". But there's nothing said, how those XP are counted. Is it a sum over several moves? Do the different types all count the same amount? I'd like to know this, because I saw that my pathfinders quite often show "0 XP" after revealing 4 or 5 tiles, then again 2 XP or 3.
In addition, does scouting promotion increase or decrease this multiplier? When visibility range is increased, more tiles are uncovered.