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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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@Boco
Military Units window in Pedia.
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:17
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quote: Originally posted by AGRICOLA
Military Units window in Pedia. |
I figured as much. Defence Advisor displays raw MF values. The Pedia, on the other hand, uses this formula:
Road Multiplier/3 x MF
Therefore, when the Road Multiplier is 4 and the MF is 1, the Pedia displays 1 (1.33 rounded down). When the MF is 3, the Pedia displays 4.
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Case

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The backlash starts here
Feb 2000 time: 15:17
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quote: Originally posted by Boco
I think you have the Pzkw V (Panther) and VI (Tiger) bass ackwards. |
Um, yeah it sure looks like it. As I have an adversion to Nazi army weaponry, I'm a bit hazy on that kind of thing.
quote: If no one else volunteers before then, I'll proof your text files on Sunday. There are a few minor errors. I promise I won't Americanize it. |
Wow thanks!
I'm sure that you won't Americanise it 
quote: As you can imagine, you see the finest real estate from trains and superhighways. |
Good point 
quote: Originally posted by AGRICOLA
Your comments seem to explain why at the start Germany needs only ~360 flasks for a tech advance. The results have been puzzling me a bit because freights are generating flasks at a very high rate compared to what is needed for tech advances while the $$ returns have been quite a bit lower than I would have expected, considering the commodity, the number of trade arrows in the home city, the probable number in the destination city and the route taken by freights. Compared to Raging Dragon, I'm getting chickenfeed $$. |
Yeah, that's the long and short of it I suspect.
The main reasons the trade cash returns are low is that there are no RRs and the trade unit is a caravan and not a freight. As the 1930s and 1940s were a time of protectionism and autarky the low cash returns don't bother me.
quote: What should the tech paradigm be set to? |
From memory, it's currently at techs cost 6/10 of their default cost when they should cost 8/10. All the main civs should develop a tech every two or three turns. As the tech tree is pretty long and unit production costs are relatively high this rate isn't quite as useful as it looks.
Catfish, thanks for sorting that out - I'll add it to the readme. To be honest, as I always used the rules file and not the civlopedia to check that stuff I hadn't even noticed the problem 
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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Tried 8/10 for tech paradigm. Germany can still get 2 advances per turn. As the tech rate is crucial for the scenario and its lengthy tech tree, it might be best if you did a quick fixup and re-released the scenario. Otherwise any feedback on difficulty and playability will be severely flawed.
At the same time you might want to look at the lack of realism introduced by Labor Camps and their risk of nuclear meltdown in a 1936-1949 scenario. I had Munich blow up on the second turn before I could sell the rest of the damned things. As far as I know there was nothing nuclear that could have melted down in any German city, or anywhere else in the world, in October, 1936.
Similarly, I don't think that having pollution and global warming turned on is in keeping with the time period, unless the pollution is due to A-bombs. Even if A-bombs are used, significant global warming would not occur within the time frame of the scenario. IMO it should be turned off.
Last edited by AGRICOLA on 03-03-2004 at 22:48
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Case

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The backlash starts here
Feb 2000 time: 15:17
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quote: Originally posted by AGRICOLA
Tried 8/10 for tech paradigm. Germany can still get 2 advances per turn. |
That's fine. Are the other civs also producing techs at this rate?
quote: As the tech rate is crucial for the scenario and its lengthy tech tree, it might be best if you did a quick fixup and re-released the scenario. Otherwise any feedback on difficulty and playability will be severely flawed. |
Yeah/ However, I was putting that off until I got a few more comments though - in my experiance while everybody who originally downloads the inital scenari downloads the first update/upgrade, the second update/upgrade is a whole lot less popular.
And then when I tried to load civ last night to impliment the excelent sugestions which have so far been contributed, FW wouldn't work! (see: http://apolyton.net/forums/showthre...threadid=109936)
quote: At the same time you might want to look at the lack of realism introduced by Labor Camps and their risk of nuclear meltdown in a 1936-1949 scenario. I had Munich blow up on the second turn before I could sell the rest of the damned things. As far as I know there was nothing nuclear that could have melted down in any German city, or anywhere else in the world, in October, 1936. |
I've never actually had this happen to me - did you reduce the luxury rate? I want the Nazis and Soviets to have to keep their luxury rates high - historically these regimes only stayed in power at the cost of crippling their nation through bribes and inanely high levels of repression.
quote: Similarly, I don't think that having pollution and global warming turned on is in keeping with the time period, unless the pollution is due to A-bombs. |
The 1930s and 40s were one of the great eras of industrial pollution, and I want to include this. It was during this time frame that many European Industrial cities became unlivable (hence the rush to the suburbs after 1945) and the Soviets began systematically poisoning their nation.
During the war the weak environmental safeguards were reduced further/totally ignored and this had a very real human and economic cost - for instance, my Grandfather died of asbestos related cancer ten years ago because the Australian shipyards relaxed their safety and environmental standards during the war.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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Germany/Deity. June 1937
TOP SECRET
OPERATION SEELÖWE
OKW EXECUTIVE SUMMARY FOR DER FÜHRER:
The invasion of Britain will begin in 1938 when:
1. Calais is in German hands. [Accomplished]
2. Freighters are available to transport 20 units per turn from Calais to south coast of Britain. [Accomplished]
3. Conquest of continental France is completed. [Operation ROT in progress]
TOP SECRET

Last edited by AGRICOLA on 21-03-2004 at 15:19
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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I hope you are not a member of the school of scen designers that shoots bearers of bad news.
CIV II MGE
German research rate is the result of 10-15 freights delivered monthly to London and a 40% tech rate that gets 1 tech per month. An added benefit is that the German economy is reasonably robust by Aug '37, producing surplus revenues of ~$400 million each month. I have a feeling that one of the intents in the scen was to have Germany in constant economic difficulty.
I've made Nuclear Doctrine (A-bomb) an unreachable tech.
While you are at the drawing board could you also consider the possibility of changing either Engineers or Sappers to a Mv=2 unit so they can keep up with infantry? Sappers (Settlers) would probably make the most sense. They travel pretty light compared to Engineers.
Last edited by AGRICOLA on 23-03-2004 at 19:29
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