Suggestions and Requests

Are you seriously telling me that the price of land near Chernobyl has skyrocketed due to the demand of nuclear waste?

We live in miraculous and an interesting times for sure.

:facepalm: Read the article first.
 
Civics is one thing, buildings is an other thing. We don't speak about environmentalism. We speak about recycling center.

But as long as the Environmentalism civic exists we can't just give a building that should preferably be built by civs that are running that civic an effect that is severely weakened if you are running that civic. It's like giving Banks an effect that clashes with Capitalism or Free Market, or giving Security Bureaus an effect that is weakened by Totalitarianism.
 
Actually I did read the article...

from th article

all are agreed that under current (2005) economic conditions the reprocessing-recycle option is the more costly.

It states that recycling nuclear waste is more costly than not recycling nuclear waste.

I think this pretty much rules out recycling nuclear waste for drinking water.
 
In the game, there's a lot of conflation between the environmentalism civic and the buildings and improvements that go along with it, such as windmills and recycling centers.

For recycling centers, in the grand scheme of things, I don't think that the concept is significant enough to warrant representation with a building. For comparison, all types of factories are currently combined into a single building. The same is true with laboratories. Recycling center is really just a subtype of the factory, and its effect could be incorporated into the factory or industrial park building. Guild halls aren't represented with a building, just a civic, and the same should be done with the recycling center. Simply make it so that running environmentalism makes factories (or all buildings) produce less :yuck:, more :health:, and/or more :hammers:.
 
All I'm saying is that Environmentalism shouldn't exist as a civic replace building health infrastructure, but instead give bonuses for it. Come to think of it, Environmentalism should give one food or hammer or commerce for every surplus health, as that would encourage both building infrastructure that increases health as well as infrastructure that decreases unhealth.

That way Recycling Centers would indirectly turn unhealth into production (or whatever yield makes the most sense) when you are running Environmentalism.

But wait, there's more! Similar to that effect, Totalitarianism could turn unhappiness into production or whatever, and Public Welfare could turn surplus happiness into commerce or whatever! Somebody get to coding that mechanic stat!
I like this line of thought.
 
All I'm saying is that Environmentalism shouldn't exist as a civic replace building health infrastructure, but instead give bonuses for it. Come to think of it, Environmentalism should give one food or hammer or commerce for every surplus health, as that would encourage both building infrastructure that increases health as well as infrastructure that decreases unhealth.

That way Recycling Centers would indirectly turn unhealth into production (or whatever yield makes the most sense) when you are running Environmentalism.

But wait, there's more! Similar to that effect, Totalitarianism could turn unhappiness into production or whatever, and Public Welfare could turn surplus happiness into commerce or whatever! Somebody get to coding that mechanic stat!
That's pretty interesting idea, but wouldn't that collide with corporations? They cause unhealthy/unhappy so if the bonuses are better you will want remove corporations. If they are worse then those civics lose lot of power, prompting you to choose other option.
 
That's pretty interesting idea, but wouldn't that collide with corporations? They cause unhealthy/unhappy so if the bonuses are better you will want remove corporations. If they are worse then those civics lose lot of power, prompting you to choose other option.

Public Welfare reduces unhappiness / unhealth from corporations, and Environmentalism not synergizing well with exploiting lots and lots of resources only makes sense.
 
Public Welfare reduces unhappiness / unhealth from corporations, and Environmentalism not synergizing well with exploiting lots and lots of resources only makes sense.
Well yes but you don't have any control over corporations, save doing weird thing and disconnecting resources. And from what I remember Public Welfare reduces only unhappiness.
 
-Looks at all EU regulations about corporations- Yeah about that... Anyway this is about gameplay not reality.

Those EU regulations are what leads to decreased unhappiness from corporations.

Anyway, Leoreth, I know you are busy with the new tech tree, but I was wondering about your opinion regarding the civics roster in my modmod. Disregarding the actual effects for now, what do you think about the names?

Spoiler :
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Also have you put some more thought into making culture more useful? I mean apart from making higher culture levels unlock more national wonders, and one or two pseudo-wonders adding extra great people birth rate based on them, which frankly seems kind of lackluster, especially when compared to my own modcomp.
 

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Anyway, Leoreth, I know you are busy with the new tech tree, but I was wondering about your opinion regarding the civics roster in my modmod. Disregarding the actual effects for now, what do you think about the names?
Yes, civics are part of the tech tree changes, there will be a thread about it once I'm at the point.

Also have you put some more thought into making culture more useful?
Yes.
 
Leoreth, when you introduced multilaternalism I started to think about what the opposite would be. Could it be something like Nato, Warzaw Treaty, Axis, ww1 entities etc. A bilateral treaty aimed at increasing war efforts?
 
Aren't those multilateral treaties?
 
Now multilaterialism seems to be focused on peace more tarde and a heavy increase on military spending.
 
Well so is NATO.
 
Maybe an expansion on defensive treaties/pacts, like more then open borders but less then a defensive pact? Much like EEG used to be, economic cooperation pact.

Not sure if you noticed I edited my post in bugs, cause I found a save with that bug I had earlier with baylon/persia only now with vikings/england.
 
Alright, please make a new post for updates like that, so I'll check the thread again.
 
I have a nitpick related to the Byzantine spawn. I'm playing as Egypt, and I successfully fended off the Greek and Roman invasions. The cities in the Levant were never controlled by the Greeks or Romans. Persia controlled Sur, and I (Egypt) had Jerusalem. However, when Rome decides to split into East and West, the Levant suddenly flips to the Eastern Roman Empire. It seems unfortunate that when Rome is forced to split, it actually gains territory that it never had before. I wish that happened to me when I had a stability crisis civil war :D

Of course, the whole thing is kind of moot when Arabia shows up anyway.

Also, I noticed that some flood plains in south-west Egypt disappear around year 500AD. I'm also curious about the spawn dates and core change dates for civs. Are these kinds of things explained in any guides? I can write a guide if someone can direct me to the relevant code.
 
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