Walter Hawkwood
RI Curator
Hm, just checked and seems like it - I'll unblock it back.
yes but making harbor to trade and lighhouse on 1-tile puddle is the other way extremeDon't you want that water tile improved?
Harbor yes, which is why harbor has an 8-tile minimum water area size; lighthouse no, as you can later get it in any city via a ministry anyway.yes but making harbor to trade and lighhouse on 1-tile puddle is the other way extreme
I liked a lot this mechanic: it avoids scouts, galleys and other ancient units traveling all around the world when they shouldn't.in new dawn mod there is optional option "movement limit" and it even work
some technologies allow you to move farther and farther on the map, and if you exceed the current limit you get a -90%hp penalty every turn
it work both on ground and water
in ancient era it allow you move 10-15 tiles from nearest civ town if i good remember, in medival 20-25 and so on
me too, i would add healing only in cities or very slow when in stack is medicI liked a lot this mechanic:
This about ships being "repaired" completely in the open sea - that has always been something I haven't really liked much. I think it would be more "OK" with emergency repairs, so you can reach say 60-75% of the normal strength - but then no more. 100% strength should require a port call.you literally can heal caravel in middle of ocean in 7 turns
Here's the relevant changes I made, with the line number, "from" value, and "to" value, though I can't remember if the line number and "from" are the canonical values or just past changes I made that never got cleared.I am curious about what you edited and by how much? I’d like to shrink the jungle coverage and the desert spread just a tad.
Line | Property | From | To | Explanation |
---|---|---|---|---|
367 | TreeFactor | 1.6 | 1.4 | Increases likelihood a plot will be a forest instead of jungle |
371 | MaxTreeChance | 0.8 | 0.55 | Reduces likelihood of a plot having a forest/jungle on it |
698 | DesertPercent | 0.15 | 0.06 | Makes it more likely a plot will be a plains instead of a desert |
703 | PlainsPercent | 0.42 | 0.30 | Makes it more likely that a plot will be grassland instead of plains (to avoid having excess plains after the change above) |
719 | JungleTemp | 0.60 | 0.68 | Also makes it more likely that a plot will be a forest instead of a jungle (also makes it less likely a plot will be a swamp, I think, but haven't looked into it too much since I removed swamps from my games) |
This is great, thanks so much for breaking this down. I usually play on large or huge maps so will play around with the numbers. At least I know now what and where to pay attention to in the Totestra file. The file is also well commented/annotated which helps a ton. Cheers!Here's the relevant changes I made, with the line number, "from" value, and "to" value, though I can't remember if the line number and "from" are the canonical values or just past changes I made that never got cleared.These are for playing in Giant maps, and with greater land percent than normal. If playing on smaller maps and/or with less land (probably are), you might want to adjust these numbers a bit to suit your preferences.
Line Property From To Explanation 367 TreeFactor 1.6 1.4 Increases likelihood a plot will be a forest instead of jungle 371 MaxTreeChance 0.8 0.55 Reduces likelihood of a plot having a forest/jungle on it 698 DesertPercent 0.15 0.06 Makes it more likely a plot will be a plains instead of a desert 703 PlainsPercent 0.42 0.30 Makes it more likely that a plot will be grassland instead of plains (to avoid having excess plains after the change above) 719 JungleTemp 0.60 0.68 Also makes it more likely that a plot will be a forest instead of a jungle (also makes it less likely a plot will be a swamp, I think, but haven't looked into it too much since I removed swamps from my games)
Hmmmm. This little operation turned out to be more complicated than first expected. Ok - Walter did warn me to change anything else but the in-game name, but.....I have also splitted the mixed bonus Sulfur/Saltpeter up into a "normal" terrainbonus (Sulfur) and a new produce-able bonus (Saltpeter).
It means the city is experiencing separatism and can potentially revolt and leave the empire if things are allowed to get worse or if the separatism continues for too long.I have a question, what does the symbol I linked represent?
It means the city is experiencing separatism and can potentially revolt and leave the empire if things are allowed to get worse or if the separatism continues for too long.
Thanks. I always keep my cities out of yellow so I didn't know the actual difference between yellow and red, other than "red is worse".An important difference between yellow (1-9%) and red (>9%) separatism, as well, is that yellow separatism cities can still join other nearby revolts, even if they are not the initiator of the revolt.
Thanks. I always keep my cities out of yellow so I didn't know the actual difference between yellow and red, other than "red is worse".