Buildings that now obsolete will need to not obsolete until the World View is changed and the improvement linked to the WV also.
What if it was a civic instead?
Buildings that now obsolete will need to not obsolete until the World View is changed and the improvement linked to the WV also.
Change prereqs to Arena or Colosseum from Arena alone.
Include an OR Flavian Ampitheatre.Colosseum comes at roughly the same time as Arena, and if you are "unlucky" enough to build Flavian Amphitheatre, say goodbye to the Statue.
It replaces the colosseum in that city is what happens.Colosseums replace Arenas, and the F.A. gives you Colosseums in all your cities IIRC.
Turn it off with a judge, like other world views. Not sure how the AI handles this though.That, while a good idea, will require a lot of work. Buildings that now obsolete will need to not obsolete until the World View is changed and the improvement linked to the WV also. It would come on automatically with Commercial Whaling but how do we turn it off and when?
Judges aren't used for that as far as I know. You need a GP or in the case of Slavery a Zoro missionary.Turn it off with a judge, like other world views. Not sure how the AI handles this though.
I'll set it up for you as soon as I can.Judges do have the ability to turn off Slavery worldview. That said, I don't think I've ever actually turned off Slavery. The benefits just outweigh the costs by too large a margin. Come to think of it, I should probably put together some events for slave revolts/rebellions, so there's more of a risk to running Slavery.
Additional todo: Great Admiral - Ahmad ibn Majid needs fixing, displays as TEXT_KEY_etc.
Oh, also, do I have SVN commit access yet?
Is that still impossible? I don't recall if any work has been done on that.When I set it up you could not adjust specialist yields by tech.
I don't know, I have not looked recently.Is that still impossible? I don't recall if any work has been done on that.
Good thoughts. IMO, the biggest hit you take (and I mean WOW) to eliminate slavery is production loss. This could also thus mean gold and/or research loss in cities that are set on those processes.
Sure, as long as those machines are GIVING the benefits it's replacing, which it doesn't at the moment. All those specialists and buildings constructible with captives... to lose all that, it's devastating.As machines become more used the slavesshould be going down also, I suppose.
I kinda thought that was the case. Wouldn't be hard but would be time consuming and will have to wait for a while before I could address that.edit there is nothing in the schema for specialists to have commerce and yields changed by tech, I just checked.
Sure, as long as those machines are GIVING the benefits it's replacing, which it doesn't at the moment. All those specialists and buildings constructible with captives... to lose all that, it's devastating.
I kinda thought that was the case. Wouldn't be hard but would be time consuming and will have to wait for a while before I could address that.
From what I was hearing, that's not the case anymore. I'm not sure where we stand there now but while this is HARD to balance properly, it will eventually need to be done to keep the rest of the game properly balanced out.money is not an issue in C2C.
money is not an issue in C2C.
In my latest Deity/Nightmare game, money was most definitely an issue until mid-classical or so, but by early medieval, it's no longer a concern. Mind, by this point I control something like 50% of world population and 25% of world land area, with another 10-15% of land area on my continent that I've intentionally left unsettled but cut off from AI access. Also, by this point, the massive stacking up of Great Military Instructors (from Heroes) and slaves in my capital is well underway, as is religion stacking.From what I was hearing, that's not the case anymore. I'm not sure where we stand there now but while this is HARD to balance properly, it will eventually need to be done to keep the rest of the game properly balanced out.
Extremely well put. I feel exactly the same but could never have phrased it so simply and yet completely.I like the idea of increasing downsides on the Slavery autobuild with advancing tech, but I think we need to be careful to maintain a case of "Slavery is still productive, just not AS productive as free citizenry". Also, I think that the downsides to slavery should focus more on social, commercial and scientific aspects rather than on raw production. Great Person rate too. I don't think there should ever be a point where the decision to abandon slavery is 100%.
Very interesting. Sounds like it will be an improvement to balance at least.Historically buildings that could be built were not because it would take work away from slaves which would lead to revolts. All the grain mills and a number of production buildings come under that but I will be making a list. So far I have only done increased unhappiness from tech advancements and it is all done on the Slavery active building, no need for more buildings so far.
,snip> but then money is not an issue in C2C.
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