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Modifing pop-rush benefits

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  • #31
    Here are the saves:

    21turn, when I'll rush a Num. Merc.
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    • #32
      40turn, 2 unhappy from rush (1 in 41turn)
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      • #33
        Not sure what's going on. I'll try to reproduce my test from yesterday...

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        • #34
          and 60turn (1 unhappy by rush, 0 at 61 turn)
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          • #35
            Well, it looks like the pop-rushing penalty lasts for 20 turns plus the largest number of turns of pop-rushing unhappiness already present. Pop-rushing multiple citizens for the same rush is the same as pop-rushing one after the other for successive 20-shield rushes in the same turn.

            For example, if you pop-rush one citizen and you already have 3 turns of unhappiness left in an existing citizen, you get 23 turns of unhappiness for the new unhappy citizen.

            Does this sound right?

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            • #36
              Well that would explain getting 20 and 40 turn durations.

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              • #37
                Originally posted by alexman
                Well, it looks like the pop-rushing penalty lasts for 20 turns plus the largest number of turns of pop-rushing unhappiness already present. Pop-rushing multiple citizens for the same rush is the same as pop-rushing one after the other for successive 20-shield rushes in the same turn.

                For example, if you pop-rush one citizen and you already have 3 turns of unhappiness left in an existing citizen, you get 23 turns of unhappiness for the new unhappy citizen.

                Does this sound right?
                It's been a while but I don't think it used to work this way. Did they introduce this on purpose, or is it another mistake with C3C?

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                • #38
                  Strange, I think that's the way how it worked from PtW too.

                  I always remember AI pop rushed cities returning gradualy to happy status.

                  But I'm sure it wasn't like that in vanilla (or at least unpatched vanilla).

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