Thanks! Ya the man!
Okay, with the 1.6 beta3 of AND I tested the iSpread... nothing moved, something's not quite right with it. I tested 20, 50, 100, 500, 1000, 5000 and 10000, none of my features with it moved for 20+ tested turns, and if I recall correctly the threshold number I set was either 100 or 1000. So something's not quite right. If you want I can upload ANM 2.2 with the schema and everything so you can test and debug it since I can't quite get it working I'm guessing something's in the SDK that isn't right.

Prehaps seperate attack and defence could be added.

.Expand please. Elaborate please. Be more specific, please.
Clarification is the key for forum's enjoyment. Learn it, live it, and love it.

Had an interesting thought the other day.. I was taking a break from RoM (believe it or not) and played through a game of the new Colonization. For those of you unfamiliar with the new incarnation, generally the point of the game is to revolt from your mother country and form your own nation (provided you survive the obvious attempt to crush your infant nation by said mother country). Upon the time of declaring your independence you're presented with several several questions of two choices of government ideals choose from (basically civics) to form the core of your Constitution and the basis of your new government.
Now that we're all on the same page my question is, would it be possible to code it so as to enable a player to choose more than one civic from a civic category?
I envisioned a category (call it "Constitution" or "Bill of Rights") wherein the player is provided 10-12 selections to form the basis/authority/premise of ones government. Some of which available from game start, others having to be appropriately researched. Some selections being the opposite of one another, some standing by themselves.Spoiler :Just drawing off the top of my head, things like: Right to Bear Arms (to provide a strength bonus to troops or increased military production or more xp for units)vs Controlled Firearms Ownership (increase in culture or GP rate or reduction in city maintenance). Various depictions of suffrage (land owners, only males, all people, etc). Right to Free Speech vs Censorship (culture and happiness bonus vs productivity?). Protection from excessive bail/cruel & unusual punishment vs Martial law (culture or happiness vs maintenance). Maybe we could even consider adding some recent hot button issues, abortion or gay marriage, et al.
The player is then given the option of choosing 4-5 of these selections (obviously not ones that contradict one another) to form the basis for their Constitution.
Plausibility?
Interest?
okay, I'nm not sure if you will understand this, but
those buildings like butchery that give % bonuses but now use static, how about it gives static but if you have the resource in your BFC it will give % too
So you mean +1 food with Cow, + 10% food if Cow is in City Vicinity?
Yes... I can add that, but why?
a much smaller % like 2-3% and more realism
income would additionally get +10
which is a hefty amount. considering the 3 tiles city radius for very advanced cities you could even get much more! problem is just this: the bonus applies to the overall food - it does not consider how much food is consumed! because of this large cities can never stop growing in earlier version.Well you are taking into account a city that has all of the bonuses to get 10%, that may happen but it should be fairly rare, especially with all of the bonuses in ROM.
Firstly, it can't happen to you yet at all. We are talking about bonuses that are in the city radius giving you you the percentage boost and access to the bonus giving you the static boost. I don't see that as overpowered unless you load up your map with tons of resources.
Secondly, I didn't say I prefer either way. I just didn't acknowledge the 5% better growth rate.