Gojira54
The folly of Man
Thanks as always for the kind words.
I haven't messed with specialists (yet), and am leery of toying with production, since you cannot go negative there with the default editor like you can with pollution and culture, and I am not sure how the AI would handle that. If it works, it might be useful indeed.
This is good to know, I hadn't tested that particular scenario out. Luckily it isn't my design plans.
I've messed around with negative defense before too, many many years ago, and I seem to remember thinking it seemed like it made a difference, but I don't think I tested that conclusively either. It really shouldn't be too hard to do, but again it isn't a factor in this Mod.
I completely redid the Resources section in Post 4, listing out all current Resources - including Bonuses - and provided details on the Resource-Centric Improvements (not Wonders or the Clan-Specific Feast improvements already detailed in the Clan Descriptions).
Negativity works fine for culture and happiness - I can confirm that. In Stephs beta-scenario (multi-era) he tried to have a city specialist with negative production (-1 shield), but this caused the game to crash when negative shields outnumbered positives, and the progress-box for the shields reached zero. Also, there were no visual clues to indicate a specialist's negative production. Maybe it could work with negative tax / science / happiness / anticorruption for specialists? I haven't tried to give buildings negative shield-bonus, but that might work too (a distillery could give happiness and tax, but impact production in a negative way, for example).
I haven't messed with specialists (yet), and am leery of toying with production, since you cannot go negative there with the default editor like you can with pollution and culture, and I am not sure how the AI would handle that. If it works, it might be useful indeed.
Another thing is that negativity is ignored for buildings created by a great wonder (like maintenance, pollution etc). If the building is buildable, the negative effects will work until the great wonder is created, and again after the wonder is obsoleted (if ever).
This is good to know, I hadn't tested that particular scenario out. Luckily it isn't my design plans.
I have also given plains (terrain) a negative defense bonus (-10%), but I cannot confirm beyond any doubt that this works. I use Stephs or Quintillus' editors when playing with negativity, of course.
I've messed around with negative defense before too, many many years ago, and I seem to remember thinking it seemed like it made a difference, but I don't think I tested that conclusively either. It really shouldn't be too hard to do, but again it isn't a factor in this Mod.
I completely redid the Resources section in Post 4, listing out all current Resources - including Bonuses - and provided details on the Resource-Centric Improvements (not Wonders or the Clan-Specific Feast improvements already detailed in the Clan Descriptions).