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Maquiladora
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quote: Bah, look at some Civ 3 games where people played without ICS. A relatively small amount of cities, and upgrading them. |
Is that a bad or good comment about civ3? Isnt the best strategy to build cities only a couple of tiles apart, constantly in civ3?
quote: Yes, I'd love to have the choice of having a small or medium sized empire with developed cities appealing. But, I'd hate to have that choice pressed down upon me with caps or such stuff! I already hate how Civ 3 forces you to fight an Ancient war, whether you want it or not... |
Well the caps will always do that, so whats the alternative to city caps? It would be cripplingly boring to have no caps...
Like Hex's idea, if we get rid of the cap we fill the hole with something equally crippling as unhappiness but not as EASILY curable as moving a slider and you can build more cities......... so it needs to be curable by buildings, maybe even tile imps, whatever.
I have 24 cities under Monarchy 20 city cap, crime is high in the far away cities so i garrison some more troops in every one of those far away cities, it was a difficult solution, but it worked. When those cities grow larger ill have the production to build a courthouse in those cities, or maybe i CANT even build a courthouse until the city is size 7? Interesting...
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:32
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Hex, it looks like, under your idea, basically any city that is ready to fall into riot, would be losing most its production via crime anyway. Sounds pretty harsh to me.
In CtP, there are already more factors about each city to manage. Not only happiness, but also overcrowding has to be kept at bay - otherwise, cities get overcrowded, and at this point, things start to be looking bad.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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Here's where crime is calculated:
code:
double Happy::CalcCrime(CityData &cd, Player *p)
{
double threshold = p->GetCrimeOffset();
if (m_happiness > threshold) { //if city happiness is above the crime threshold
m_crime = 0.0; //no crime
} else {
// otherwise base_crime is the ammount that happiness is below the threshold:
double base_crime = threshold - m_happiness;
double cops = cd.GetImprovementCrimeMod() -
(double)(wonderutil_GetDecreaseCrimePercentage(p
->GetBuiltWonders()) / 100.0);
// cops is a modifier for buildings and wonders
double total_crime = 0.01 * base_crime;//total crime is 1% of base crime
total_crime += cops * total_crime;// modify total crime by cops
total_crime *= p->GetCrimeCoef(); // and again by the crime coefficient
// m_crime is the final (percentage) value that we want:
m_crime = min(1.0, total_crime);// so m_crime < 100 percent
if(m_crime < 0) //and at least 0 percent
m_crime = 0;
}
m_tracker->SetHappiness(HAPPY_REASON_CRIME, 0); // no longer used (?)
return m_crime;
}
The easiest thing to do would be to expose that "0.01" as a parameter in Govern.txt as "CrimePerCent": "Percentage of base crime when a city is below the happiness threshold".
OTOH, maybe what you're after is a non-linear equation there; something like "0.001*base_crime*base_crime". So if a city is just a little unhappy, crime isn't significant. But as it gets more unhappy, crime goes up exponentially.
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MrBaggins
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So.. actual implementation of this auto-entertainer setting?
I'd suggest a checkbox "Enable Auto Entertainers" and a "Target Happiness" value (with spinners perhaps.)
You should, for expediencies sake, be able to set this up globally too, with, perhaps a button to an additional dialog, maybe, from Empire Manager. The new dialog would set the Auto Entertainers setting for all the cities.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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A fewthoughts about city caps:
-I think too that the caps must be map size dependant.
-One reason why I don't like low city caps is underwater cities: I already settled/conquered all the land I could when I would like building underwater cities, so I can't build any when it becomes available because of too slow a cap. A pity as I love these cities.
-The default values are not very interesting in terms of choice of government. It's better to have low production empire government with a big city cap and big production city-states with a smaller city cap for instance (can't remember who made a mod with that, probably hex).
I agree that a gradual crime then riots approach would be good.
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All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
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