micbic
Optimistic Pessimist
I hope the extra LH list will make it to Alpha 10. 

Hey St. Lucifer,
Thanks for the new map update. It's easy to enable city founding on dense forest. I will do so.
What about a general project of reducing resources? I've been playing Poland for instance, and with the number of resources directly available there's basically no limit to city growth. This is true for a lot of civs, and is unrealistic. Now we can increase health/happy penalties, but it seems like removing some resources is the natural way to go. I think we've had this discussion broadly before.
For instance, here's Poland as it currently stands.
I wanted to limit the number of resources available right off the bat. I removed the pigs, two honeys, and a cow that were easily settled. I replaced a barely with another wheat. The net result is a decrease of 3(6
once you factor in early building multipliers) and 1
. Wheat is not typically a good trade good (most people have it), so increasing wheat doesn't just automatically allow you to trade for another resource.
There are also some of these pre-built towns/villages that I have a problem with. I know you had nothing to do with adding them originally, but... The one on London's square, for instance, strongly discourages you from settling on the proper London spot since then you can't work the town.
I could take a stab at either of these projects if you're busy, but I don't want to step on your toes as main map-guy.
Re: Towns
2) I think we could arrange to have a city founded in a cottage-town start with extra population. Maybe +1 for cottage/hamlet and +2 for village/town? Would this provide enough incentive to settle in place?
2) I think we could arrange to have a city founded in a cottage-town start with extra population. Maybe +1 for cottage/hamlet and +2 for village/town? Would this provide enough incentive to settle in place?
BTW: I was wondering what happens to one city's Jews, if it is razed...
Re: Resources
I've started an experimental line of development to reduce health/happy and penalize northern Europe for having lots of forests early.
I removed the health bonus from forests and disabled mines/watermills. I removed all the forests from iron/copper on the map, so players will still have access to that stuff early on.
Then, I reworked the resource buildings (including merging in a mod component to allow +,
,
,
%) so that early buildings generally don't provide +
/
. Here's a little schematic of how that all works:
These things slowed down development a lot, so I cut back tech costs across the board.
I started a Hungary game last night with the new system (partly to debug the UHV problems people have been experiencing). It was still really easy to get size 9/10 cities which were/
. This seems a bit out of place for the middle ages. The problem is that Hungary has (easily settled without fighting) wine/sheep/gold/silver/honey for luxuries and wheat/barley/apples/cow/pig/salt/deer for health. That's just a lot of resources.
Reg. resources: how about using that Resources.py script from RFC - e.g. in case of Hungary, the gold & silver in Slovakia/Romania should be there but it should appear around 1210s and 1320s (for Slovakian gold at least, not sure about the rest). Saxon silver/copper should appear gradually in 938, 1168 and 1460., Bohemian silver: 13th, then 1460-80. Swedish (Sala) silver: late 15th. Sardinian silver: 1250. Also German salt: 12th c., Polish salt: 1350,
Well those discoveries weren't deterministic but rather dependent on advancing technology and economics - is it possible to tie Resources.py to technological discoveries (by any player to simply things)?
Good idea and very simple, the event trigger just has to be moved from checkTurn to onTechAcquired. They'd appear with the 1st discovery.
Making too many resources dynamic will be confusing (e.g. city founding) but a few won't hurt. Another idea: Whales (early in Bay of Biscay, but serious whaling esp. in the North started in 17th; some nautical tech).
I agree that making too many resources dynamic would be confusing and probably not necessary. Most should be available from the start but a few like potatoes and rice should depend on the date they were introduced. Others like coal and whales could be tech related. But the idea of timing the appearance of a mineral like gold not only to its historical location but also to when it was first mined in that location is unnecessarily complicated and too tedious to code for every resource in every single location IMO.