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even just for a handful of units - might imbalance things. Caedo: From what I understand in your post "...might imbalance things." in a positive way. less units = more money in the coffers, right? As you said "homeless units pay no upkeep." Is this BAD? To me, this unbalance is ...
In terms of combat strength, yes, they're the same, but homeless units pay no upkeep. Thus, homeless units are far more cost-effective. Unit upkeep is an element of balance, and taking that away - even just for a handful of units - might imbalance things. Especially since through huts and capturing,...
- Fri Sep 21, 2018 9:17 pm
- Forum: Art and tilesets
- Topic: Iso vs. overhead tileset and topology
- Replies: 9
- Views: 2366
I'm willing to believe that originally, it was simply the realization that there are four map topologies and four tileset topologies, and the idea to automatically make the client select a fitting tileset, without the additional realization that sometimes, an "unfitting" tileset might be p...
- Fri Sep 21, 2018 9:00 pm
- Forum: Wishlist
- Topic: Proper transport capacity of encapsulated units
- Replies: 3
- Views: 740
So your bus suddenly uses less space on the ferry just because nobody's inside? Seems fishy to me. I'd instead propose a cargo_size field for unit types, which would have one integer for each entry in the cargo field. Units of a certain unit class that can be transported would use up that many slots...
That's already addressed in future versions – the Set_Homecity action is controlled by action enablers, which can be used in a way that allows unhomed units to set their home city.
Ladies and gentlemen, here we see a wild necropost in its natural habitat... As for your ideas - irrigating next to mountains would be easy to do in a ruleset. However, the whole "dried irrigation" thing would require quite some work, since as of right now, once an extra is built, it it co...
- Fri Sep 14, 2018 12:41 pm
- Forum: Rulesets and modpacks
- Topic: Troubleshooting the ruleset
- Replies: 13
- Views: 2962
By shortest path I assume you mean diagonally? Hm, here is another faraway city, dx=9, dy=10. Temple present, "Output_Waste_Pct" = 15. End result: trade 11 (+5), so corruption: 6. But it has a -15% corruption builsing and with so many steps and rounding ups/downs, I don't even want to try...
- Fri Sep 14, 2018 12:38 pm
- Forum: Wishlist
- Topic: Better Waste and Corruption explanation
- Replies: 0
- Views: 2010
Due to some confusion over how corruption is calculated in this thread , I believe it would be useful to ⋅ Add a page describing how output waste works to the Economy section of the help browser ⋅ Change the "Corruption" and "Waste" entries in the city info bo...