Suggestions and Requests

Add Food for Trade Routes from Free Market -> Commercial centers attract a large population -> Realistic representation and stuff -> You can take back the nerfs for Central Planning.

And yes, I am so desperate that I am actively advocating buffs for Free Market of all civics if it leads to Central Planning becoming useful again.
 
Didn't expect you to go all Deng Xiaoping on us.
 
Didn't expect you to go all Deng Xiaoping on us.

You know what they say about cats, and them being good cats if they catch mice, no matter the color of their fur, or something.
 
The best communists are actually capitalists, yes.
 
Anyhow, there is a way to implement what emidurand suggested. In fact I had this idea a while back and thought about it some more. It could look something like this:

Spoiler :
Ancient Food Export Station:
Requires Sailing
100 Hammers
-1 Food, +2 Commerce

Ancient Food Import Station:
Requires Sailing
Requires Ancient Food Export Station (1) {this requirement should be like for national wonders and cathedrals obviously, that is you need at least one export building for every import building somewhere in your empire}
100 Hammers
+1 Food, +1 Commerce

Medieval Food Export Station:
Requires Compass
200 Hammers
-2 Food, +4 Commerce

Medieval Food Import Station:
Requires Compass
Requires Medieval Food Export Station (1)
200 Hammers
+2 Food, +2 Commerce

Industrial Food Export Station:
Requires Steam Power
300 Hammers
-3 Food, +6 Commerce

Industrial Food Import Station:
Requires Steam Power
Requires Industrial Food Export Station (1)
300 Hammers
+3 Food, +3 Commerce

Modern Food Export Station:
Requires Refrigeration
400 Hammers
-4 Food, +8 Commerce

Modern Food Import Station:
Requires Refrigeration
Requires Modern Food Export Station (1)
400 Hammers
+4 Food, +4 Commerce


Obviously they should be named something less clunky. To be honest I'm not too convinced of it myself, but I suppose I could give it a try, seeing as I am currently in the modding mood anyway.
 
Forgot to mention it, the first two sets should only be buildable in coastal cities, the third one on either coast or river, and only the last one anywhere.
 
Anyhow, there is a way to implement what emidurand suggested. In fact I had this idea a while back and thought about it some more. It could look something like this:

Spoiler :
Ancient Food Export Station:
Requires Sailing
100 Hammers
-1 Food, +2 Commerce

Ancient Food Import Station:
Requires Sailing
Requires Ancient Food Export Station (1) {this requirement should be like for national wonders and cathedrals obviously, that is you need at least one export building for every import building somewhere in your empire}
100 Hammers
+1 Food, +1 Commerce

Medieval Food Export Station:
Requires Compass
200 Hammers
-2 Food, +4 Commerce

Medieval Food Import Station:
Requires Compass
Requires Medieval Food Export Station (1)
200 Hammers
+2 Food, +2 Commerce

Industrial Food Export Station:
Requires Steam Power
300 Hammers
-3 Food, +6 Commerce

Industrial Food Import Station:
Requires Steam Power
Requires Industrial Food Export Station (1)
300 Hammers
+3 Food, +3 Commerce

Modern Food Export Station:
Requires Refrigeration
400 Hammers
-4 Food, +8 Commerce

Modern Food Import Station:
Requires Refrigeration
Requires Modern Food Export Station (1)
400 Hammers
+4 Food, +4 Commerce


Obviously they should be named something less clunky. To be honest I'm not too convinced of it myself, but I suppose I could give it a try, seeing as I am currently in the modding mood anyway.

Yes, precisely. This could be a good way. ;) I've found interesting also what Knoedel suggested. Importing food from trade routes could be right even if I think that the caravan's way could be more funny. :D Three good ways at all. Which is easy to create?
 
Anyhow, there is a way to implement what emidurand suggested. In fact I had this idea a while back and thought about it some more. It could look something like this:

Spoiler :
Ancient Food Export Station:
Requires Sailing
100 Hammers
-1 Food, +2 Commerce

Ancient Food Import Station:
Requires Sailing
Requires Ancient Food Export Station (1) {this requirement should be like for national wonders and cathedrals obviously, that is you need at least one export building for every import building somewhere in your empire}
100 Hammers
+1 Food, +1 Commerce

Medieval Food Export Station:
Requires Compass
200 Hammers
-2 Food, +4 Commerce

Medieval Food Import Station:
Requires Compass
Requires Medieval Food Export Station (1)
200 Hammers
+2 Food, +2 Commerce

Industrial Food Export Station:
Requires Steam Power
300 Hammers
-3 Food, +6 Commerce

Industrial Food Import Station:
Requires Steam Power
Requires Industrial Food Export Station (1)
300 Hammers
+3 Food, +3 Commerce

Modern Food Export Station:
Requires Refrigeration
400 Hammers
-4 Food, +8 Commerce

Modern Food Import Station:
Requires Refrigeration
Requires Modern Food Export Station (1)
400 Hammers
+4 Food, +4 Commerce


Obviously they should be named something less clunky. To be honest I'm not too convinced of it myself, but I suppose I could give it a try, seeing as I am currently in the modding mood anyway.

I like the LOOK of that idea and I'd be willing to test-play a mod with this addition (I couldn't write it myself though!)
 
Adding food from trade routes would be the easiest way imo, although a bit clunky, if it was added as a feature of some or all civics in a given category. What exactly do you mean by caravan anyway? The Civ5 system? Because that would require quite a bit of work and is well out of my league, unless...

How about this: You could build a food caravan unit, which would also consume food while being built like workers and settlers, and make it provide a lump sum of food to a city, like Great Engineers technically provide a lump sum of hammers when rushing construction of a building. The upside is that it adds realism, you have to escort your caravans, locations like the Panama or Suez Canals actually matter etc, the downside is more micromanagement.
 
I like the LOOK of that idea and I'd be willing to test-play a mod with this addition (I couldn't write it myself though!)

Ah that's easy, I could make a bare bones version of it in less than an hour, though don't expect me to bother finding a decent building graphic or icon.

Tell you what, I will get right on it after finishing up the current segment of my work on my comprehensive rebalance mod. You got any better suggestions for naming these buildings than "X export/import building"?
 
Make a fork and start working!
 
Make a fork and start working!

Oh I am working, and have been working for some hours already, and when I'm finished you won't know what hit you, you and your decadent bourgeois 1.13 version!
 
So I am done, and started a game to see how it works, and ran into a roadblock: The number of buildings you need for buildings which need a certain number of buildings in order to be built scales with the number of cities you have, which is fine for national wonders and cathedrals, but is pretty bad in this situation where I really want exactly one Import for every Export building. As it stands you may need to build several export buildings to unlock a single import building in larger empires, and it only gets worse the more cities you acquire. Obviously this runs counter to the whole point of this idea, that is empires being able to import food from their colonies to their centers.

Well... suggestions? Apart from removing the mechanic that dynamically increases the number of needed buildings per cathedral like building based on your size?
 
I've been looking at the CvPlot::calculateCultureCost function. (Is function the right word here? I am thinking in R.) It seems that you could quite easily limit European culture spread in sub-Saharan Africa or other tropical regions before the invention of Prophylaxis against Malaria (now I am thinking in Paradox), so I might try that out myself.
 
I've been looking at the CvPlot::calculateCultureCost function. (Is function the right word here? I am thinking in R.) It seems that you could quite easily limit European culture spread in sub-Saharan Africa or other tropical regions before the invention of Prophylaxis against Malaria (now I am thinking in Paradox), so I might try that out myself.
Yes and yes. I've wanted to try that myself as well but never got around to it. Looking forward to the results.
 
I plan to use the 1700AD scenario to check out how African colonisation works right now.

Some notes on the status quo. First, France could probably be given a colony in Dakar or Saint-Louis, Senegal. Second, I propose that the name of the Portuguese colony in Mozambique be changed to Ilha de Moçambique, as Lourenço Marques was not founded until the late 18th century. Third, Oman might be a good addition some time in the future.
 
Sounds good. Are you comfortable with proposing the changes as a pull request?
 
Well... suggestions? Apart from removing the mechanic that dynamically increases the number of needed buildings per cathedral like building based on your size?

Why can't you remove that mechanic? I guess it would affect all other buildings like cathedrals then?

Leoreth, is there a way around this?

Wait a minute. If this mechanic is the same that governs how many cathedrals you can build, then there must be a way around it. Because in every game I play it doesn't matter how big my empire is, only how many specific buildings I've built. No matter how many cities I have, if I've only built 8 Protestant temples, I can only build 2 Protestant cathedrals.
So, can you modify the mechanic which limits how many cathedrals you can build to 1 cathedral per temple?
 
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