merijn_v1
Black Belt
Did you get 4 or 2 unhealth? Power itself always gives 2 unhealth, dirty power gives an additional 2 for a total of 4.
You are right. I forgot that power by itself also provides unhealth.
Did you get 4 or 2 unhealth? Power itself always gives 2 unhealth, dirty power gives an additional 2 for a total of 4.
Really? Do you have a source for that?
Civilopedia: Chokonu
Your friend is a Lord of Time? Yuck.
Nuclear Plants are also due for better design. The current idea is to remove the chance of meltdown, and make them a prereq for constructing ICBMs. An engineer/scientist slot also couldn't hurt. I think the higher building cost and uranium requirement is enough to justify the extra abilities. Problems with reactor safety and nuclear waste can be better reflected with additional events, espionage options or civic effects.
For example, an Aging Nuclear Reactor event might give you the option to repair the plant (high money cost), dismantle it (lower cost, the building is removed) or ignore the problem (chance of meltdown, event will continue).
A while ago, we were brainstorming about some more actions for Great People. What about giving them the ability to (permanently) change some civ specific modifiers?
The bonus can be a set amount, or a percentage of the original value. In necessary, the maximum bonus can be capped.
Possibilities:
Artist: Culture
Scientist: ResearchCost, FreeHealth?, GrowthThreshold?
Merchant: InfaltionRate, CitiesMaintenance?
Engineer: WonderCost, BuildingCost
StatesMan: DistanceMaintenance, CitiesMaintenance, CivicUpkeep
General: UnitUpkeep, UnitCost
I couldn't find good ones for the Prophet and Great Spy. (Although I don't think the last one should have one)
All gp have two ways to contribute: with a large 1-turn sum or a small flaw. For example, Great engineer can even rush a building (large 1 turn sum) or join city (small continuous flaw). IMO there isn't a possibility of more diversity in gp actions, every action can be analysed in a combination of these two.
Totalitarianism:
...
*Angry citizents work, but they count for stability purposes.
*Angry citizents work, but they count for stability purposes.
Thanks for the suggestions. It might take some time until I can give them the attention they need and review the changes in the game. Can you create a new thread for this so the discussion here doesn't get lost and I can return it it easier?
Some early thoughts:
- Yucatan seems disjointed from the rest of Mesoamerica now
- we still need to make sure that the Inca remain locked behind the Andes until the passes open
- I actually think to change SEA the entire shape of the Malay peninsula needs to change
- all of this requires revised city name and stability maps which is a pita
But most of these areas really do look better now.
You can also just quote yourself and copy the content to the new thread. No need to reupload the images, theUh... how do I start a new thread with that post? Just copy paste it and reupload the images?
Maybe add:
*World's police: Control 10 oil resources and make sure noone runs totalitarianism.
This will work better if some AI civs are programmed to run totalitarianism more often. I have in mind Germany and Russia.
Ideally, USA would need a large investment in espionage to change Russia and war to change Germany, or at least it should be an efficient way to do it.
You can also just quote yourself and copy the content to the new thread. No need to reupload the images, the links will work even when the images have been attached to a different post.[/QUOTE]
Thanks and done! I guess it makes sense to collect previous posts we had about territory changes (ie, adding savannas, wetlands) - I had more ideas ever since. I'll make a new thread for that discussion this weekend!