fdrpi
Prince
Small bug: When set to build research, the city governor decides to assign merchants, not scientists. If you want science production, this is of course sub-optimal.
I'm serious, it has completely ruined diplomacy in my game, only my vassals dont hate me.
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Small bug: When set to build research, the city governor decides to assign merchants, not scientists. If you want science production, this is of course sub-optimal.
Could someone take a look at this? For some reason the diplomatic interaction with India is as though I am at war with him, but we are in fact at peace and even at friendly relations. This must be a bug.
Also, another small suggestion for the next update: could we have avoid unhappiness turned on by default, since there is no equivalent to whipping angry citizens as with vanilla BtS, and it's easy to miss a city growing into unhappiness? I turn it on after each new city I acquire, but there's not a reason to leave this off, to my mind, so I think this would improve play a bit.
ll that said, it becoming an upgrade to the city square is the solution I'm currently leaning to.
to market, +1
to ironworks, +1
to religious buildings, etc. And maybe balanced out with a +1 pandemic chance since people are at the same place at the same time or something like that.On the whole clock tower thing - I'm not replying individually, but generally speaking I agree with all of you.
1) It is always sad to take something out completely (though TBH it will take me approximately 20 minutes to add a new building, and ~5 to take it out, so no big lament for a wasted effort)
2) That said, if a building adds nothing to the gameplay, it better not be there, and the way the clocks currently are, they add nothing.
3) There is a major historical reason to have this building - personal watches started actually being available to the general public (as opposed to very rich people) roughly by XX century, so most people would learn their time from a fixed timepiece. As such, they did play an important role in facilitating various aspects of the city life, especially commercial.
4) All that said, it becoming an upgrade to the city square is the solution I'm currently leaning to.
While I'll take a look, what AI does with specialists is highly situational - so I suspect it doesn't most of the time (which of course means that catching it actually doing it might be tricky). But actually there might be some weird (but actually working) logic to it - say, a city that has a very high gold output modifier (and thus a merchant produces much more gold than a scientist would research) is better off assigning merchants for your actual research output, as you can then increase the research rate higher and have more research in total.
The answer is in the relations tooltip - "You stopped trading with us". Either due to an Apostolic palace resolution, or due to accepting someone's suggestion. It will last for a certain amount of turns (I guess 15, like a truce).
Oh, I do the same myself, but this one is the way it is for a very different reason. I don't want to answer a hundred "why aren't my cities growing" questions from new players (and I know from experience most players will ignore manuals and even in-game pointers). I might try to make it a toggleable option off by default, but no promises, since this is UI realm again.

On the whole clock tower thing - I'm not replying individually, but generally speaking I agree with all of you.
1) It is always sad to take something out completely (though TBH it will take me approximately 20 minutes to add a new building, and ~5 to take it out, so no big lament for a wasted effort)
2) That said, if a building adds nothing to the gameplay, it better not be there, and the way the clocks currently are, they add nothing.
3) There is a major historical reason to have this building - personal watches started actually being available to the general public (as opposed to very rich people) roughly by XX century, so most people would learn their time from a fixed timepiece. As such, they did play an important role in facilitating various aspects of the city life, especially commercial.
(...)
iirc instead of 100+) and have the same main effect, that being the +1
to pop your first border in a new city. Making it available to build alongside it's upgrade like the Blast Furnace may be an option, but I can see it being silly to have one of the cheapest buildings in the game available for a long time. Maybe finally disable it with the clock tower.
output and benefit from the
bonus.
from the City Square to the clock tower, adjust
costs a bit - but then the City Square would look awkward, being a cheap building with small bonuses.
bonus (5-10%?) to it instead may be an option. That would put it in the City Square category of "makes established city a bit better, not good for new city".I have come to the conclusion that the tech tree has a bloat problem. While more engaging in the start and very end of the game, the industrial-era military techs in particular are slog. Thematically, I don't think many of them are important enough to be included, making getting through them boring and confusing.
The tech tree being so tightly connected to itself also paradoxically makes science victories less fun to play, as it reduces tech tree from a series of choices to merely an obstacle to overcome. Because to get all the space parts, you basically need every tech in the game, so deciding which tech to research matters way less. And while some prereqs are good and necessary, the fact that you need almost every military tech before you can start science stuff might on one level be accurate, it doesn't make for as good gameplay, at least in the Civ context.
Related to this, because the techs are so numerous, I don't have much difficult choices in my building queus. I can build faster than I tech for my established cities, so I run research way more than I ever did in unmodded Civ. This also eliminates a vector of player choice.
I can provide a list of techs I consider excessive. I could do the same for connections, but that would take longer.

I am not sure I agree that it is a problem that many techs are researched for what they lead to rather than what they give you, that is pretty common in the base game and most mods. I kind of agree about the lack of a choice between the space ship techs and military techs. In pretty much all versions of Civ (at least to 4) the end game balance is about not losing either the space race or a modern war, and the tech path is a big part of that. It seems like that choice is a bit played down in RI ATM.The tech tree being so tightly connected to itself also paradoxically makes science victories less fun to play, as it reduces tech tree from a series of choices to merely an obstacle to overcome. Because to get all the space parts, you basically need every tech in the game, so deciding which tech to research matters way less. And while some prereqs are good and necessary, the fact that you need almost every military tech before you can start science stuff might on one level be accurate, it doesn't make for as good gameplay, at least in the Civ context.
It is not that for me, I hardly notice the reported years. Turns only matter (except in culture doubling).Could be that has more to do with the timescale than the tech tree - somewhere in the 1700s the games switches from one/a few year(s) per turn, to several turns per year...
I am not sure I agree that it is a problem that many techs are researched for what they lead to rather than what they give you, that is pretty common in the base game and most mods. I kind of agree about the lack of a choice between the space ship techs and military techs. In pretty much all versions of Civ (at least to 4) the end game balance is about not losing either the space race or a modern war, and the tech path is a big part of that. It seems like that choice is a bit played down in RI ATM. (...)

Ever since Civ 1 I have always seen the spaceship as the "proper" victory, demonstrating dominance of science, production and security. Each to their own of course.A perfectly good civ game shouldn't end because someone, somewhere launches a space ship![]()