Suggestions and Requests

It is getting hard to build a good infrastructure and have highly populated cities at the same time.

I build cities with 18 - 20 population, but corporations spread, unhealth from buildings is added, then those cities get reduced to 15 - 17 population, and there is no way to counter arrest that unhealthiness.

I know it is meant to represent pollution but gameplay-wise it is very counterproductive. In real life, many of the most populated cities are very polluted.

Hm, perhaps Hospitals could have the effect of turning the negative food from unhealth into increased city maintenance cost instead?
 
Hello! Many thanks to You for the great mod!
Now I'm translating version 1.14 into Russian. I'm sure that such a wonderful mod will be translated into many more languages. And I have a small request for You to facilitate the work of translators.
Please, if it does not complicate You, let us know which files were changed and what new files were added. It would also be very good if you add new strings to the end of the table, rather than distributing them in alphabetical order. This would make it easier to find a new text.
Thank you!
 
Hey, great to hear that the mod is getting adapted into Russian! I think instead of relying on me to find which texts to translate, I suggest you automate the process by using a diff tool such as WinMerge or the built in git diff command.
 
Now I use the Compare Suite program to compare the texts, but still it's a bit hard to transfer new lines one at a time. However, I do not want to interfere with your work. Somehow I can manage. :cool:
 
Sorry, but without knowing how exactly you work I don't know how to accomodate you. If you do stuff like adding <Russian></Russian> tags you could also try to use more powerful search tools to find entries that lack them.
 
Yes, I'm writing a translation under the <Russian></Russian> tags of the first line in the block, while I have to use the encoder program, since Civilization 4 does not support Cyrillic. But I'm not very good at software and I do not know how to search for lines by the absence of a word.
Here is the translated file, on it you will see how I work. Russian is everywhere the first line, since the Russian localization from 1C has exactly this structure.
 

Attachments

Alright so for example you can use Notepad++ search feature to see whenever </Tag> is directly followed by <English> (in other words, the Russian tag is missing), see here:
Spoiler :
SelectSearch.png

Simply select and example and press Ctrl + F.

If you first merge in all new texts I add using a merge tool, you can easily find them again to add your translation.
 
So I have proposition of new great person action: discover resource.
1)Available to GE/GM.
2)GE can discover copper, iron, aluminium, coal, gold, silver or gems.
3)For GM this is food or non metal luxury resource.
4)You can chose resource from pop up list when you take this action.
5)Each instance of discovery requires additional GE or GM. So first resource: one GE/GM, second resource two GE/GM etc.
6)Cost is cumulative for both types of discovery. For example you use GE to discover say iron, now you need two GM to discover food/luxury resource and then three GE to discover something etc.

I think that it should be possible to code since MoM is using such thing. It shouldn't be to OP since you need same type of GP and cost of such action escalates quickly.
 
Currently distillery and industrial park are only buildings giving % benefits for access to resources. Secondly both of those buildings are weak giving lot of :yuck: for rather poor bonuses. Thirdly those buildings does not fit with other, in civ4 access to resources brings you :health:/:) with buildings.
This is because all subsequent % bonuses are worth less than previous. So with this in mind I propose following changes:

1)Distillery +1:yuck:, +25%:gold:, merchant slot, 180:hammers:.
2)Industrial Park +50% :hammers: with power, 240:hammers: cost, +:yuck: from aluminium, coal, oil, 2 engineer slots.
 
Nuclear plants are more expensive, require Uranium, and can trigger the radioactive leak event.
 
I thought both plants cost same, but might be my mistake.

In my recent USA game, I found that I couldn't effectively counter the pollution problem. So I think renewable energies can reduce unhealthy pop from power, instead of being simple power supply.
 
That's an interesting idea.
 
Something I've noticed playing 1.14 is that the AI Korea seems to always settle Sariwon and never Pyongyang, even though the latter has a much higher settler value, and it's in the core area. I've even seen Hamhung once, but never Pyongyang

I also edited the settler value to make it 1000 after noticing it was never being settled, but I'm not knowledgeable about how the AI interprets this, so I might have made it even worse.
 
It's not just value, but also overlap. I've also tried to get Korea to found Pyongyang more but without success.
 
Maybe Korea should have an extra row of tiles and lose a resource to compensate. Pyongyang is just a much worse city than Sariwon if your capital is Seoul
 
Protestantism is often founded way earlier than in history. In this game (600 AD Congo, Regent/Epic) Protestantism was founded in Frankfurt in 1170 AD, which is absurd.
Spoiler 1170 AD Protestantism :
Civ4ScreenShot0003.JPG

I guess we should move the related religion founding tech to a later one, maybe in the renaissance era like Academia? It was quite a while after printing press was widely used that reformation began, anyway.
Spoiler Academia looks good :
Civ4ScreenShot0004.JPG
 
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My understanding is that it was the effects of the widespread use of the printing press that lead to the reformation, as books, especially published in vernacular languages, became more widespread. However, this took 80 years after the printing press was invented, so perhaps a tech one or two columns later would be more appropriate, but one for which printing press is a prerequisite?
 
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