Lexotan_sedlex
Warlord
- Joined
- Sep 22, 2010
- Messages
- 178
The farms are spreading irrigation only with agriculture tec, no other. I don't know if this is a bug or a mod of caveman. Cya.
The farms are spreading irrigation only with agriculture tec, no other. I don't know if this is a bug or a mod of caveman. Cya.
That path is clearly wrong, but I cannot reproduce it. When I load the game and select that stack it displays the correct path (and as I sweep the end point around it continues to display correct paths for all nearby target plots).
Does it reproduce for you from a fresh load of that save? If so do you have any BUG options that might be affecting things? (terrain damage is on for me, as is use AI pathing, not sure what else would influence it)
I've just fixed (not yet pushed to SVN) a bug that caused it to build property-mitigating units (healers in this case) when the property was already WAY out of control (there's not really much point in trying to fight it with units if it's so far out of control that you won't see any impact without building lots).
However, I can't find any evidence of a bug that causes it to build disease control units at city disease values already at or below 0, so if you can reproduce that I really need a savegame so I can step through the code concerned.
More widely (@Hydro mostly, but others may have views too), I am concerned that 'legitimate' builds of healers may STILL cause the AI to overbuild dramatically over time. The scenario that concerns me is this:
Initially your cities are small and there isn't much disease, so it can be controlled fairly easily by buildings or perhaps a single unit.
As the city grows, buildings do not keep pace with the rate of disease from population (to a greater extent than is true for crime I think - both available buildings and the amount of disease they counteract compared to era-by-era equivalents for crime). As a result the AI will keep finding itself (basically every time the city grows with occasional gaps as new buildings come on line) in a situation where building one more healer will bring things under control. Consequently it will do so. The problem is that at each decision point it just needs a single unit so it looks cheap, but what it cannot see is the long term trend, which will mean that by the middle ages it'll likely need 20 healers per city or something, which would destroy its economy.
This doesn't happen for crime because the rate of crime production is fairly well balanced against the amount you can fight it with buildings and improving units as your tech improves.
My concern is that disease is less well balanced currently, and this progressive one-more-healer-will-solve-it situation is likely to arise as a result.
By comparison building sources for negative crime (in aggregate) seem to exceed those for disease in most eras. Similarly unit upgrades and promotions to help fight crime seem more prevalent than healer unit upgrades and promotions. This is compounded by the fact that all the effects of disease take place (currently) in the range 0-100, whereas crime scales out to nearly 1000.
My suggestions would be:
- We may need some balancing work done on healer-line/disease-fighting buildings
- Healer unit promotions do NOT include extra disease-fighting like their crime fighting counterparts do - surely they should
- Since disease takes its fullest effect at only 100, we should probably not be feeding in 4/population like we are for crime that scales up to 1000. 1 or 2 per pop seems more appropriate (note that the disease-fighting buildings are mostly -1 or -2 with very few larger ones at least until the modern era, which seems like another argument for lowering the per- pop input amount)
- Until we do some or all of the above it might be better to turn off the disease AIWeight entirely and just accept that the AI will always have rampant disease (essentially because there isn't really a choice anyway, so players will too, at least until roughly the modern age)
I've noticed a small bug with the Civopedia entry for Erwin Rommel. If you click on the link for the Adventurer trait (which he starts with), you are instead taken to the page for the Adventurer unit.
I've noticed a small bug with the Civopedia entry for Erwin Rommel. If you click on the link for the Adventurer trait (which he starts with), you are instead taken to the page for the Adventurer unit.
That is a fairly easy fix as it is caused by the game text being the same.
Just to let you know that Diseases are brand new and of course not balanced yet. They are not even fully implemented. It will take a few versions to get them balanced. Note that crime, while not perfectly balanced has had a lot more time to tweak and fix. I mean there are only a hand full of diseases at the moment and they more or less were put in place to see how it worked. More advanced diseases will be implemented later by DH and Thunderbird too.
As for your suggestions ...
1. Of course! Like I said they are not even fully implemented yet.
2. I agree. I was also interested to see what Thunderbird had in mind for them.
3. 100 is just for the current diseases. There will be many more in the future and its worse will be 1000 like crime is. The amount per pop will have to be adjusted as we go.
4. At the moment its a mixture of factors; its unfinished, unbalanced and before the modern era disease was a major factor. A little cut could kill you. Also disease should also be a self righting factor where as a city grows it will reach a natural limit before gets too sick and then goes down a size. Each era will have its own population limit where it just cannot sustain such a high population without getting too sick to function. This is ment to happen and breakthroughs in medical technologies help you break these population barriers.
1. Pic 1, How many units do you have to have in a city for it NOT to revolt, holy cow, i have alot of them there, but it revolts, every next turn when its available, i only get ONE open turn, so to speak???
2. Pic 2, In Abandon City, how come only certain things cant be sold, a granary (why not) in my part of the area, they sell and maintain Granaries all the time.
Did someone change how diseases are taking effect now, i am gettingtonsa lot of Healers in each city now??
Yes it does reproduce for me and I have neither of those options on.
If you remove the flying units from the group it paths as expected, so the workaround is not to group flying with land units to avoid this problem.
I don't think that that can be correct. It says it costs 2000 hammers and the city is making 105 hammers/turn, but it says it will take 55 turns. Am I missing something obvious?
There are a number of buildings that reduce the cost of buildings eg the Crane line of buildings and the architect line of buildings.