I don't have this problem in my version of Fall Further, either (because I removed Forts.Which reminds me to do the same for RoM...)
Orbis has a better solution
I don't have this problem in my version of Fall Further, either (because I removed Forts.Which reminds me to do the same for RoM...)
There's an easy way to fix forts. Make them the way they are in vanilla BTS, with no commerce modifier. That way the AI doesn't value them and only places them on resources outside the city cross. Problem solved.
Sadly enough I've seen the AI do this in regular civ and Fall Further (where forts do nothing also, not even canals or hook up resources.)
How about reintroducing slavewhipping for fascism and communism. Both had labour camps with little or no respect for human lives.
Communism DOES not have labor camps "with little respect for human lives". What you are talking about is USSR, and there was no real communism, it was closer to fascism under a nationalistic wrapping. As far as I know, there was no real communism ever, it's too close to utopia.
I can quote chapter and verse of the Manifesto, too, but that doesn't mean that it could ever be translated into an actual system of governance for anything larger than a couple hundred people. Its fundamental flaw is its gross overestimation of human nature. Why change a civic to represent what it could be in a magical world? It, like all the others, should (and does) represent how the system actually worked.
I have no intentions to overhaul the civic system anymore... it has been done already at least three times for RoM and that's enough for me.
As I said, I didnt want to get into the communist religious talk again, and then I made a huge mistake by commenting anyway
But removing communism from the game because it never was put to use IRL as intended is IMO wrong. It should symbolise the existing and previous goverments that uses/used it the best way possible.
Is now :
PR China
Cuba
Laos
North Korea
Vietnam
Has Been:
Afghanistan
Albania
Angola
Benin
Bulgaria
Cambodia
Congo
Czechoslovakia
East Germany
Ethiopia
Mongolia
Mozambique
Poland
Romania
Somalia
South Yemen
Soviet Union
Yugoslavia
What is common between all of them except a few is they practically went bankrupt during their one party communist reign. So Zapparas interpitation strikes me as being correct.
It would interesting to require a physical trade of resources.
That is, in order to trade wheat for fish, you need to load a caravan with your resource and physically move it to the civ you seek trade with.
It would involve a couple of menus.
One, when you build a caravan the menu asks what you want to load it with(like in Civ2), only in this case the list is of all those tresources you have asurplus of(just like in the diplomacy menu).
You can research which civs have what and which resources they want and then send off your caravan(escorted, I'd think) to that civ, and once you reach any one of their cities and decide which of their available resources you want, the trade route is established.
Unlike Civ2, there shouldn't be any complicating "needs/wants" for each city. It's basically a civ to civ deal.
This would bring a good bit of realism to the trade and economic arena, but with a hitch. The trade route, if obstructed, is lost.
That may be a task, that is, to have to figure out how that could work, but could it be much different from the mechanics already in the game? In any case, it seems kind of silly that at a stroke there are goods being so effortlessly swapped.
There could, however, be techs that would "protect trade routes" or in other ways aid the physical trading. I should ponder it further.