That is certainly regrettable but sacrifices must be made for gameplay!Also, I feel so sad that you had to compress the Philippines abnormally to make that work.


That is certainly regrettable but sacrifices must be made for gameplay!Also, I feel so sad that you had to compress the Philippines abnormally to make that work.
There are a few UHVs that rely on researching a certain number of technologies before anyone else, like Japan and Germany. I actually sort of enjoy these objectives, they make for min-max gameplay to squeeze out as much science as possible from your empire.
However these goals are almost always impossible unless you rush an army to try to stop the tech leader, which is usually USA or England. These civs almost always develop a run-away lead with science. Have there been discussions as to ways that they could be tone downed? I know tech spread addresses this issue in a way, but it is not enough to slow them down (especially so with UHVs that rely on the leader not being light-years ahead in tech).
I propose using something akin to the Armageddon-Counter mechanic from Fall From Heaven II. We wouldn't even be the first ones to basically steal that whole thing and replace all the demon-hell stuff with ecological damage, Planetfall has us beaten there with its Planetflowering counter. Maybe we can just copy that wholesale, icons and all, and rename it "CO2-Counter" or some-such. Planetfall even does what you are suggesting and has a separate pollution mechanic completely independent of health.Are there any plans to revise Global Warming mechanics? I think it is one of the core components of vanilla that has great ramifications to gameplay but has yet to be touched.
When Global Warming is overhauled, the Meat Industry should be a major contributor to Climate Change.Suggestion to create a new corporation "meat industry"
Consumes: Cow, pig, deer, soy
Competes with "fishing industry" and "cereal industry"
requires "refrigeration" to spread to your cities
All cities: +0.25 food / 0.20 unhappiness per resource consumed
attracted by:
additional company resources
adopt free enterprise civic
smokehouse, supermarkets, container terminals
trade routes
be argentine civilization
Okay, found the Japanese modifier logic. There's hard code in CvTeam::getCivilizationResearchModifier() that reduces the research modifier by 20 (for the human) or 40 (for the AI). The Modernization UP in turn adjusts the discount (30 for the human, 10 for the AI). However, the modifier reduction is set to take effect only starting from the Global era. Just sharing, if it helps anyone.
Oh wow, that's really interesting. I couldn't find that at all when I looked, thank you for sharing. I'm away from my desktop at the moment so I can't look directly at the code — by "reduce the research modifier" do you mean reduce the total number of beakers needed to research a technology and (therefore) stack upon individual civ modifiers? Or does it actually modify each individual civ's science modifier?
Thoughts on a late game way to remove marshes, or at least enable improvements on them? It could really help Kongo and Brazil late game, and seems reasonable that a civilization that could put an entire colony on mars could clear marshes.
Does anyone know if there is an improved diplomacy advisor in another mod somewhere?I'd really appreciate an overhaul to the diplomacy screen. Seeing 20+ civs with a million different lines between them isn't helpful at all, but it's still the best way to understand who is at war with whom. I'd love a way to see the two sides of a conflict (though I understand this is often complicated by the AI's insistence on declaring war on their allies).
For version 1.17 when we get a bigger map I suggest that instead of having the allowed city placement as 1 square apart, you would change it to 2 squares.
This will help the AI doing better city placements. And also developers doing pre-city placement.