Cost per unit make them usable vs higher end units right now.@JosEPh_II tbh, i didnt even see the crowbar units, and you need damn many of them to have same effect as police car/swat team. And for me, they kinda ruin it a bit.
Many crimes cause unhappiness in every city, not just the one you're in. You can probably at this point look through the buildings that are in the city, and look particularly at the special buildings that have emerged because of crime. Hard to say why you can't build the police cars right now but you've lost a prereq somewhere. This is for the player to research. 99% of the time it's all legit.
Not sure what you're pointing at being wrong.
What's teaching?
This can happen with updating assets at times, where the game gets confused by a reference. I DOUBT there's a problem specifically in the XML but if I see this happen again, I'll know it's not just a memory or caching goof. I would advise clearing the cache before continuing to play but I'm not 100% sure that will solve it.Uhhhhhhh.............. Something seems ... out ..of place...
http://puu.sh/uEVDp/47c05a9175.jpg
After investigation, it occured in the Sioux ( Pacal II ) capital.. and as a result of trying to get a great doctor?
Ah... yeah, there's some issues with units that are supposed to remain valid for a while even if they've technically been obsoleted. The Police Cars aren't supposed to obsolete until Police Mechs basically and that may need some further review and possibly some reprogramming to create an exception to normal rules. Perhaps the problem is that their building was obsoleted and I need to make them still possible to build if the Police Precinct is in the city, which replaces the Police Station. I don't know for sure but it get's a little trickier to work with this stuff as the eras go on and it's really quite amazing how many games are now getting to the modern+ eras... pretty cool really but bound to encounter some buggy XML planning and implementation here and there.Police cars had gone obsolete, so only alternative was SWAT units which were cumbersome at best to be able to make (requires a prereq chain of 4-5 buildings)
Figured.Crime was the problem though, i had 5-6 cities that had crimes that gave empire wide unhappiness. Unhappines have now gone down after i have managed to get enough SWAT units out to fight the crime in those cities.
Thank you for providing this.I saw that great farmers weren't able to place pomegranates on the map for some reason. Created a patch that adds this option.
What is the evidence that they aren't helping? Is it that the buildup isn't happening right away? Or is the buildup being added but it doesn't seem to be helping the education level? It's very difficult for a player to judge what the math should be doing. And as you're gaining population, you're adding to the education deficits you must overcome. I've not seen yet any problems in this system that weren't a matter of human misinterpretation of what should be taking place mathematically. That's why I ask before I commit to looking into it directly.Education, I have 3 story tellers attempting to teach and raise the education of the city, they do not seem to be doing so.
That would definitely make a difference. Check under the red fist icon on the top left to see what you set the difficulty at.The numbers that I got didn't seem to add up, that is why I was bringing it up. Usually in prehistoric I have no problem holding onto a positive education balance. Not this time, unless it happens to be that I'm playing on Deity instead of Emperor...
What do you mean by "slower tech speeds"? Do you mean slower Game Speeds? What Game Speed and what Difficulty level are you playing with.Either this is the giftshop update, or something has gotten bugged with the slower tech speeds. I've gone from stuff taking 30+ turns, to suddenly taking me 3 turns... Updated to the latest SVN.
What do you mean by "slower tech speeds"? Do you mean slower Game Speeds? What Game Speed and what Difficulty level are you playing with.
@septimus,
With all the tech tree moves and additions, Plus Tech cost changes, the older a save game is the more chances of the "giftshop" upgrade happening. If you are really attached to this game I strongly suggest reverting your SVN version back to the version you started with. Or at least back to the last version you updated to that did not get Willy Wonka'ed on you. As with any "update" or in this case a "revert" when you start the game do the Re-Calc. But understand that it can take several turns for all base values that have been reset to catch up to speed.
That would definitely make a difference. Check under the red fist icon on the top left to see what you set the difficulty at.
Take the units out of the city and see if you really start plummetting.
Really nothing has been done in the code that should cause a problem with their property altering effects and if it did it would have the same impact on crime and disease control from units as well.
How far/ what era are you in on this Eternity game?
The AI have mostly entered the classical era, I'm like two techs away from entering it. Just got monarchy.
Do you have Tech Diffusion On? This can speed up research if you are behind And you've met several of the AI. Probably should Not jump you from 30 turns to 3 though. But since the late Ancient techs are not that Tech cost high it could have a fair sized effect.
It's not tech diffusion that's doing it. Tech diffusion gives you extra science points towards stuff others have researched. This is an across the board lowering of all tech costs of the sciences. Not the amount of points I'm getting.
What era are you in?
@TB: Can you make sure GAMEOPTION_BEELINE_STINGS doesn't do anything unintentional to tech cost when the option is off.