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Grautvornix

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Grautvornix last won the day on December 4 2024

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  1. @SeleucidsWorks great! Thank you very much - extremely useful!
  2. OK, well, the original question was about "recycling" your own resources when taking down your own building. I don't think there is any recovery of cost in this case. Too bad: assume you defined a building (selected the place but did not yet start actually building it) but it is accidentally in the wrong place and you want to "move" it, i.e. destroy it and rebuild it at another place. In this case I believe the invest for the first selected site is lost. Right? Also if you conquer an enemy building and then destroy it, there is no benefit except that your enemy does not have this building anymore. A little recycling bonus would be nice in both cases...
  3. Ok, and if they swim on the pond? You could hunt them with ranged weapons but you cannot collect the prey afterwards, right? (unless using a fishing boat which might be an overkill). Not yet really convinced. I mean, for eye candy purposes it is certainly nice to have even more variety in both flora and fauna. But someone needs to create the animations and skins. In the past there were already quite a few animal modeling tasks...
  4. Good point, but would it make much difference to have ducks rather than chicken (or ducks and chicken), except "eye candy" - or is it more historically relevant? Might be preferred in some biomes?
  5. Two units garrisoned and providing 2.5 time the damage of a single unit would be great, I think. But this is true only if that was used for combat. If chariots were only used for swift transport, we should allow more units (otherwise it'd be rather useless in the game (these are typical sacrifices of historical reality towards better gameplay). Scenario: You brought 10 chariots to the front, each having 5 passengers onboard. Let them disembark and fight while the chariots go back to provide more relief forces. Effective if the chariots were significantly faster than walking troops. Not sure if this is too much micro?
  6. Oh - and I also believe, Petra AI should need scouting as well and not rely on a revealed map as it is currently the case (possibly not easy to implement at all).
  7. Sounds like a good idea! Scouting can be useful not only to find out where everyone resides. I have also successfully used scouting in the first minutes of an SP game (nomadic mode) to attract adverse citizen soldiers into a trap (one by one) so they were not able to establish their CC.
  8. Absolutely! I also like the idea to restrict the first 5 posts of a new account so to not allow posting a link. Certainly, humans (paid spammers) will be able to circumvent that, but it will be a bit more effort for them. In the end we might even be forced to train an AI agent to detect advertisement and propose posts for removal to a moderator. I believe humans are pretty quick at assessing these once the messages were pre-assessed.
  9. One possible way out is to reduce the game speed to 0.75 or lower - this leaves more time to organise your own strategy.
  10. Ah ! Alright. Thanks for the additional explanation! (And sorry again for the dumb question.)
  11. @Seleucids @TheCJThanks great explanations! I just always thought it is the map itself that defines how many resources are available and their distribution. Does the biome add additional ones/reduce the available? (just played Wild Lake with sahara biome and there were quite lots of trees, appeared rather similar to Rhine Valley (Fall) biome). No wood at all would certainly also be problematic - the map would then need to provide treasures at least. Sorry for insisting...
  12. Yep, that is fine. Would it make sense to provide this also percentages? (if possible at all) I mean we discuss that all the time with respect to attack/health/speed etc. It might provide a bit more insight
  13. Thanks a lot! Should that be part of tips & tricks? (or is it already?) @Vantha
  14. Is there a definition what biome selection does actually with your resources? (alpine = + 10% wood, nubia= -5%wood+5%stone, or the like) If that was the case, I could select (in SP a biome that suit my civ best or olne that poses most constrianed environment. That could be quite interesting!
  15. Oh, I was not aware - if you have a standard map and change the biome - do you get actually different resources? I had assumed that the amount of resources is given by the abstract map and the biome is more eye candy (to be a bit provocative). Thought this is why the abstraction mod does not need to use any biome, or does it? Sorry for such noob questions!
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