Suggestions and bug reports.

For example; Cosmogeny, Isis, and Mithras all require rare resources, [...] Cults to give a bonus of 10 Research and 4 Culture, they need to get 1 / 0.4 per resource.
Ah, I forgot to say (because I thought that was clear): in in XML/GameInfo/Civ4CorporationInfo.xml every cult has a certain value for bonuses. So in cosmogony it is 1:4 <iCommerceProduced>25</iCommerceProduced> (0.25 per bonus)

So the iCommerceProduced and iYieldProduced manage the amount of bonuses you need for eg 10 food. because of that BTS rounds up you'll need 90 in fertility cults and just 36 for isis for 10 culture.

your diagram is a good idea... in the German forumwe recently have a discussion about the cult bonuses too.... please have a look there.

Typo: Civopedia / PAE Concepts / Cultivation / Seafood - Glams should be Clams.

When the map is zoomed out, most resources are in the wrong category, making it hard to find them.
I'm not sure if it's possible to fix that with the custom BonusClass you're using, unless the game has a way to show more filters than just Food/Luxuries/General.
thx about clams! is changed now.

and for the zooming-out thing I will have a look.
 
You're right, the GlobeView is an extremely bad implemented feature in BTS.
although the key of a type is called SHOW_HEALTH it is named food. the key of strategic resources are called general.
and they are only seperated in getHealth() (food), getHappiness() (luxury) and nothing of both (general).

I upgraded this view to health, food, strategic and luxury with symbols. thx for that!
 
your diagram is a good idea... in the German forumwe recently have a discussion about the cult bonuses too.... please have a look there.

I took a look using Google translate. It's not a good idea for me to join that conversation since me trying to explain my ideas using Google would be terrible.
I think your English is better than Google's German. :)

Some good ideas there, but most require you to do more than just change the current settings.
I was trying to work within the existing system, otherwise I'd have gotten far more complicated. If you're willing to rewrite the corporation code or add some new functions, I've got a lot more ideas I could throw at you! ;)

For now I think the easiest thing is to just set a maximum value for each cult bonus in python, if this is doable.
Then it doesn't matter if the per resource numbers are perfectly balanced for every map size or a civ gets more resources than expected, they'll never go over the intended limits.
 
I upgraded this view to health, food, strategic and luxury with symbols. thx for that!

Looks good! Thank you for this.
Just a suggestion... Group them more by how they're used, splitting up the cultivated resources so they don't make the others harder to find.

Food - 6x grains, Cow/Pig/Sheep, Deer, Clam/Crab/Fish
Strategic - Copper, Lead, Tin, Iron, Zinc, Horse, 7x mercenaries, Attack Dogs, Stone/Marble, Cedars
Luxuries - Gems/Gold/Silver, Amber, Pearls, Obsidian, Magnetite, Orichalcum, Silk, Dye, Fur, Myrrh, Incense
Other - Olives/Grapes/Dates, Reed, Spices, Silphium, Salt, Barbary Lions, Electrum, Elephant, Camels, Donkey, Walrus, Banana
 
Looks good! Thank you for this.
Just a suggestion... Group them more by how they're used, splitting up the cultivated resources so they don't make the others harder to find.

Food - 6x grains, Cow/Pig/Sheep, Deer, Clam/Crab/Fish
Strategic - Copper, Lead, Tin, Iron, Zinc, Horse, 7x mercenaries, Attack Dogs, Stone/Marble, Cedars
Luxuries - Gems/Gold/Silver, Amber, Pearls, Obsidian, Magnetite, Orichalcum, Silk, Dye, Fur, Myrrh, Incense
Other - Olives/Grapes/Dates, Reed, Spices, Silphium, Salt, Barbary Lions, Electrum, Elephant, Camels, Donkey, Walrus, Banana
sorry, I would, but it's not worth the "system"... the system only use getHealth(), getHappiness(), getYield(0), getCommerce().
Livestock and grain is getYield(0). I would have to hardcode that, but then it wouldn't be flexible/dynamic anymore.
 
sorry, I would, but it's not worth the "system"... the system only use getHealth(), getHappiness(), getYield(0), getCommerce().
Livestock and grain is getYield(0). I would have to hardcode that, but then it wouldn't be flexible/dynamic anymore.
Ahhhh... When you redid them and added the Health category, I thought that you were able to customize them.
 
different from CIV in PAE livestock and grain don't give health directly. so there are a few bonus resources in PAE that give that (getHealth()), eg. magnetit, silphium.
for livestock or grain health bonus you need a building in PAE: curing hut, granary. otherwise you would get 5 health bonus for the five different grain types.
 
7.12e

Wagon - Charge Goods in neutral territory costs Gold. Collect Goods is still free.
- Using Steal Goods to copy a resource in foreign territory doesn't mention it will cost Gold too.
- Steal Goods only costs 50 Espionage, but can't be done unless you have 100+ Espionage.

Horse/Donkey/Camel - Can't Charge Goods in any territory. Collect Goods and Steal Goods work.
 
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