Nope, you freed your slaves.
, so now each wheat would supply two cities. And when you research genetics, the farm gets another +1
, and the wheat would supply three cities.I have pointed this out and Leoreth said it's supposed to represent Lake Geneva, but I agree it just looks like a mistake.6 - there is a river in France whose mouth is flowing near the Alps, I think this is a mistake.
Minor map changes:
5 - For reasons of game balance, shouldn't the area of Gran Colombia civ have at least one Horse / Iron resource, to allow the construction of military units?
5 - For reasons of game balance, shouldn't the area of Gran Colombia civ have at least one Horse / Iron resource, to allow the construction of military units?
There's a historical basis for that. The llanos region along the interior Colombia-Venezuela frontier area are a savanna and major ranching area, and thus horses would be very much justified in here. One of the most famous novels of Latin American literature, Doña Bárbara, is set in this context.
The map only shows the resources present at the start of the scenario. Horses would spawn later and aren't placed on the map yet. But I'm sure they will spawn at some point.
I'm on Windows 10 and can use Pakbuild just fineCan someone give me a file of Frederick_The_Great leaderhead? I want to remaking the leaderhead, but couldn't due to i unable to open a CIV IV Aessets fpk.file. (I'm using Windows 10 btw so don't ask about use pakbuild or anything)
I'm on Windows 10 and can use Pakbuild just fine
Then how can you download pakbuild? Because when i downloaded it, it got an error 404.
No clue, I thought I was in the modmodding threadWhat does any of that have to do with this mod?
I have no clue if the Gran Colombia area needs iron, but it could make sense to add one in Venezuela: https://www.britannica.com/place/Cerro-Bolivar5 - For reasons of game balance, shouldn't the area of Gran Colombia civ have at least one Horse / Iron resource, to allow the construction of military units?
Yeah, so I thought this through and I don't think I properly considered all cases when implementing this. No idea what the motivation was for that special case of one religion being present. And making 50% unreligious if the state religion is not present is also not intentional.Looking at the code to calculate the religious population of a city, noticed something strange. If you have a state religion, all other religions combined will sum up to 50% of the total population. If your state religion is present, it will fill up those remaining 50%, otherwise those 50% is unreligious.
But there seems to be an exception to this rule. If there is only 1 non-state religion present, all of the population is condidered to follow that religion. I would say that in the (getReligionCount() == 1) situation, it should return getPopulation() when that religion is your state religion and only half of it when that religion is not your state religion.
Code:int CvCity::getReligionPopulation(ReligionTypes eReligion) const { if (!isHasReligion(eReligion)) return 0; if (getReligionCount() == 1) return getPopulation(); ReligionTypes eStateReligion = GET_PLAYER(getOwner()).getStateReligion(); if (eStateReligion == eReligion) return getPopulation() / 2 + getPopulation() / (2 * getReligionCount()); if (eStateReligion == NO_RELIGION) return getPopulation() / getReligionCount(); return getPopulation() / (2 * getReligionCount()); }
int CvCity::getReligionPopulation(ReligionTypes eReligion) const
{
if (!isHasReligion(eReligion)) return 0;
ReligionTypes eStateReligion = GET_PLAYER(getOwner()).getStateReligion();
// if there is no state religion (pagan or secular), we assign an equal part to either pagan or nonreligious
if (eStateReligion == eReligion)
{
return getPopulation() / (getReligionCount() + 1);
}
else
{
// if the state religion is present in the city, assign at least 50% to the state religion and split the rest evenly between all religions
if (isHasReligion(eStateReligion))
{
return (eStateReligion == eReligion ? getPopulation() / 2 : 0) + getPopulation() / (2 * getReligionCount());
}
// otherwise we simply split evenly between all religions
else
{
return getPopulation() / getReligionCount();
}
}
}
Yeah, so I thought this through and I don't think I properly considered all cases when implementing this. No idea what the motivation was for that special case of one religion being present. And making 50% unreligious if the state religion is not present is also not intentional.
Here's the replacement implementation with commentary to make it a bit more clear what the intended rules are:
The first case is a new addition but I think it makes sense to represent the pagan/nonreligious population in this.Code:int CvCity::getReligionPopulation(ReligionTypes eReligion) const { if (!isHasReligion(eReligion)) return 0; ReligionTypes eStateReligion = GET_PLAYER(getOwner()).getStateReligion(); // if there is no state religion (pagan or secular), we assign an equal part to either pagan or nonreligious if (eStateReligion == eReligion) THIS LINE { return getPopulation() / (getReligionCount() + 1); } else { // if the state religion is present in the city, assign at least 50% to the state religion and split the rest evenly between all religions if (isHasReligion(eStateReligion)) { return (eStateReligion == eReligion ? getPopulation() / 2 : 0) + getPopulation() / (2 * getReligionCount()); } // otherwise we simply split evenly between all religions else { return getPopulation() / getReligionCount(); } } }
if (eStateReligion == eReligion)
if (eStateReligion == NO_RELIGION)