Somebody613
Somebody613
- Joined
- Nov 18, 2019
- Messages
- 2,813
I think T2 is Renaissance Era, and T3 is much later.When do you access tier 2 and 3 traits with developing leaders?
I think T2 is Renaissance Era, and T3 is much later.When do you access tier 2 and 3 traits with developing leaders?
Then sure.Information Age ?
It's listed in their description in the 'pedia.
There are no experimental configurations on the latest SVN that is liable to be reverted at any point. Everything on SVN is liable to change, but nothing specific is in the air atm.After playing v42 from moddb for a while, I decided to check out the SVN version. Noticed immediately that the techs (at least the prehistoric ones) seem significantly cheaper. Is that a change that's going to carry on into the next full release, or is that just in the SVN version for testing? I didn't see any mention of it when looking through the changelog. Definitely possible I just missed it though; there's a lot of stuff in those logs.
There are a LOT of possible setting variation reasons for this.After playing v42 from moddb for a while, I decided to check out the SVN version. Noticed immediately that the techs (at least the prehistoric ones) seem significantly cheaper. Is that a change that's going to carry on into the next full release, or is that just in the SVN version for testing? I didn't see any mention of it when looking through the changelog. Definitely possible I just missed it though; there's a lot of stuff in those logs.
Nevermind, apparently I'm an idiot. I spent way too long going through the C2C options trying to figure out what was different before I thought to look at the vanilla settings and realized game speed was on Normal instead of MarathonThere are a LOT of possible setting variation reasons for this.
No, this building dont produce flammabilityIf I had to guess, I'd blame Autobuild - Presence of Fire.
Finally found source of flammability.
2 buildings: smokehouse +1, smoke signals +2, cant find last one,
but main question: why it doesnt show in hints at first picture that source are buildings??
This isn't a thingI believe for the earlier eras you can keep your population lower (thus creating less dense housing) which I believe even with a high amount of fire points offsets the chance that those fire points actually cause a fire. Not sure if it is a thing, so be cautious.
My problem is with display(right side of image), it show 0 from building but in reality buildings produce flammability(as I found out)Oh I thought it was well known that buildings are the source. Later on in classical you get a fire brigade building to help reduce flammability, but for the most part you have to limit your flammable building construction until more modern eras whereby it's more manageable.
I believe for the earlier eras you can keep your population lower (thus creating less dense housing) which I believe even with a high amount of fire points offsets the chance that those fire points actually cause a fire. Not sure if it is a thing, so be cautious.
A good rule of thumb is to just rebuild that which burns down. It creates jobs in construction and gives your people a purpose.
It's a flat incrase, while the tooltip is about increases per turn (until you reach a soft cap), which isn't a thing for flammability. Why are you even playing with events?My problem is with display(right side of image), it show 0 from building but in reality buildings produce flammability(as I found out)
Come on, be nicer to new players?It's a flat incrase, while the tooltip is about increases per turn (until you reach a soft cap), which isn't a thing for flammability. Why are you even playing with events?
What version are you playing on? Do you have any automated workers?I'm having some weird issues where tile improvements are being destroyed/reduced (i.e. Shaft Mine -> Mine -> Stone Tools), but I can't find the reason.