ecawilson
Warlord
in vanilla, there were no gold costs for work actions or improvement upgrades, but there were similar effects in the form of events that cost gold to improve (or prevent losing) an improvement
That's what I thought I remembered as well. Thanks for confirming.in vanilla, there were no gold costs for work actions or improvement upgrades, but there were similar effects in the form of events that cost gold to improve (or prevent losing) an improvement
It's been in C2C a long time, but it's not from vanilla.Curious, since I don't recall - does this cost go back to vanilla or was it introduced in RoM or something?
I decided to comment it out for now.I guess I am just voting to comment it out with a note to fix someday, instead of throw away completely.
Yeah, I guess I can see how that's problematic. If a worker does it you'd think that the directed labor shouldn't cost anything further - at least if it's not charging you to build the improvement originally especially (which is debate-worthy as to whether all improvements should cost a bit to put in place for spending on the materials - the unit cost is the labor cost. The main reason I might not think it could be good to do that is at the beginning of the game it could be much more impacting than it would be later, lending to a major redesign of costs on that sort of thing across the board. Which appears to be what you later said as well...)Currently it can charge the player for their worker building an improvement that is a possible upgrade for what's already there, so that e.g. a worker building a farm on top of a seed camp or the like would cost money when building the farm on an unimproved plot would be free.
Does gamespeed not scale the build cost directly? Or does it just scale the worker production value?.Looking into it deeper, the upgrade cost is based on the gold cost of the most expensive worker build definition for that improvement, and it's not even scaled by gamespeed.
Yeah that's kinda a problem, though it can be honestly how some projects go in the modern world too, though usually not invested in full.Workers pay for building improvement the first turn they start building said improvement, meaning if you change your mind you have already paid in advance and will lose the cash.
I do hope this doesn't get removed. Later in the game it can get meaningful. Do we have any kind of constant upkeep on routes? For most modern governments, that's a very very big ongoing expense that leads to why we don't put the most advanced road systems in place everywhere we own for frivolous reasons. I've always thought we should have a better upkeep system for infrastructure.Currently, only building routes have the feature of subtracting the gold cost of the old route from the new one when commencing the new route construction.
Gamespeed scale the time it takes to build it, but not the gold cost it costs to start building it, well, now it does as I changed it so today. Most improvements have a cost of 0, so the cost is irrelevant to the time it takes to build it.Does gamespeed not scale the build cost directly? Or does it just scale the worker production value?.
I agree, would much rather have a gold cost per turn for routes (and some improvements that don't pay for themselves... Forts?) than any form of expense to get them in place, the units upkeep covers the cost of the job the unit does in my opinion.I do hope this doesn't get removed. Later in the game it can get meaningful. Do we have any kind of constant upkeep on routes? For most modern governments, that's a very very big ongoing expense that leads to why we don't put the most advanced road systems in place everywhere we own for frivolous reasons. I've always thought we should have a better upkeep system for infrastructure.
So since you stated that the improvement gold cost is not scaled and is based on the comparison between the improvement to the next, apparently only the worker and actual autoimprovement times were being scaled, thus the cost was not, right?Gamespeed scale the time it takes to build it, but not the gold cost it costs to start building it, well, now it does as I changed it so today. Most improvements have a cost of 0, so the cost is irrelevant to the time it takes to build it.
I suppose I favor... both?I agree, would much rather have a gold cost per turn for routes (and some improvements that don't pay for themselves... Forts?) than any form of expense to get them in place, the units upkeep covers the cost of the job the unit does in my opinion.
If you fail to pay their upkeep the may fall in disrepair (downgrading to a lower type perhaps) similar to how they upgrade over time, could actually expand the upgrade mechanic to handle the opposite direction.
The AI usually won't do that but now that you mention it, I'll try to consider that in my unit AI overhaul planning, particularly with taking potshots at truly enemy units that make themselves vulnerable for the sake of surrounding the city.Hello. In my city there are two slingers with the task of city defense, next to an animal that they can easily defeat. However, they do not do this on this or the next move. The Can leave city option is enabled. Is it something that doesn't work for me, or is it supposed to? I remember in older versions of the units themselves kill enemies close to town and engaged in a comfortable place for the defense around him.
This is only true for routes built by workers, not improvements. Cost of new route minus cost of existing route equals cost to start building new route.gold cost is based on the comparison between the improvement to the next
Yes, time was scaled but not cost.apparently only the worker and actual autoimprovement times were being scaled, thus the cost was not, right?
Looking into it deeper, the upgrade cost is based on the gold cost of the most expensive worker build definition for that improvement, and it's not even scaled by gamespeed.
I misunderstood... sounded like the first comment was saying it was like unit upgrade costs, based on the comparison of production costs (equivalent).This is only true for routes built by workers, not improvements. Cost of new route minus cost of existing route equals cost to start building new route.
Okie, cool. Thanks!Yes, time was scaled but not cost.
Since you have more time to earn gold between each time you pay up for an improvement/route, you should also have to pay proportionally more for them when you do.
It is now scaled though I changed it to be about 12 hours ago.
Today's massive change is......This is only true for routes built by workers, not improvements. Cost of new route minus cost of existing route equals cost to start building new route.
Yes, time was scaled but not cost.
Since you have more time to earn gold between each time you pay up for an improvement/route, you should also have to pay proportionally more for them when you do.
It is now scaled though I changed it to be about 12 hours ago.
lol, it's a minor change that makes the gold cost for building improvements/routes scale by gamespeed. That's it.Today's massive change is......
I forgot thelol, it's a minor change that makes the gold cost for building improvements/routes scale by gamespeed. That's it.
Most improvements and routes doesn't cost gold to build, and those that do cost very little, even when scaled by gamespeed, so the change is barely noticeable really.
Someone moved or deleted an art file it would seem. Ugh.There is an issue with the light hoplite graphic. It is 3 red dots.
Probably a python error that stops the code before it finish its work, you can turn on python logging in the ini and report the error, or upload a save so I can see the error myself.C2C 40.1.2529. Can not abandon captured barbarian city (nothing changes after selecting "Abandon city" -> "OK"). Also for my capital city - demolition cost is not red-coloured ans has non-negative value. Both cities have population 1.
View attachment 563233 View attachment 563234
Save is attached.Probably a python error that stops the code before it finish its work, you can turn on python logging in the ini and report the error, or upload a save so I can see the error myself.
Multiplayer game, eh, found the error. I can give you a fix patch if you don't use SVN, but both players should install the patch in that case.Save is attached.
Thank you, we use SVN...Multiplayer game, eh, found the error. I can give you a fix patch if you don't use SVN, but both players should install the patch in that case.