Elucidus,
I had no intentions of offending you, and I'm sorry if I did.![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Well, I wasn't questioning the credibilty of your results; I was questioning the outcome of your results because I found them to be rather strange, however, not neccasarily wrong. It just seemed weird to me that bonus shiled grassland would still stay at 2 food, even though, the normal grassland would go up to 3 food.
Sorry, but you're misinterpreted me here. I was simply trying to come up with an explanation as to why the food situation works that way, and it occurred to me that you might not have played long enough to find out otherwise. You might have (at least that's what I thought could have happened) just looked at the results from the beginning of the game, and didn't bother to look at them later in the game.
Yes, I am aware of this.
If I didn't believe you previously I would have tried it out myself, but considering that I believe your results (I was only baffled by them) I didn't try it out. So there still won't be a need to do this.
I was unaware of this.
You said this:
and I replied with this:
To sum all of that up, you said that if we make slight changes it shouldn't have much of an effect. Since I felt that the changes you made (x5 to food and production) were more radical I stated that you had made bigger changes than the change I had proposed to food output. With your idea (bigger change, IMO) you felt that it unbalanced, but with my idea (a slight change) it shouldn't have much of an effect. Then after that I did state my fears of how it could unbalance, which aren't listed in the above quote.
Agreed.
Well. do feel free share your ideas here (here being in this thread) to help out this mod.
I never stated that you did say that.
I'm glad you did, because you know I do play this mod too. Meaning that I, also, want to get the most fun out of it as possible.
Actually you're comments were more helpful than anything else. I'd rather find it out from sombody elses experience rather than mine.
I believe you were in the first place.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
do you care to share your idea of how to make this possible?
As of right now, I don't believe there is a way to solve this without changing food. An idea you suggested before was to have editor options on what tiles cities can/can not be built it on. If that option were present you could make it impossible for cities to be built on tundra, desert, and mountains. But I'm sure you already know that.
I really hope Firaxis concentrates a lot more on the editor with the next patch. Especially, the railroad rate option...I asked Dan about this and he told me to contact the production team to get an answer...oh yeah like that's gonna happen.
I had no intentions of offending you, and I'm sorry if I did.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Secondly, yes, that is exactly what I am saying.
Firstly I take offense to you saying that I didn't test what information I gave.
Also the despotism penalty to production only takes one off of the top of the final amount given (if that total is above 2). That is something to consider.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
That is something to consider. BTW, Techwins if you don't believe me, as you seem not to, you are welcome to try it out. Edit a terrain to give you 20 of everything. Then settle on that terrain. Viola!
Actually, what you read about some of the changes I tried to make were some preliminary numbers. I worked with smaller ones too, especially after I discovered the despotism penalty being ineffective and the food storage uneditable, amoung other things.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
And what does what I did with the production levels have to do with anything?
Slight changes shouldn't make much of a difference, but I toyed with a similar idea and decided against it as it seemed to imbalance the game somewhat.
you also have to figure that you tried to tweak the production levels of the terrains to go along with the tweaks of the food ouput (x5 on both IIRC), whereas, only a slight change to the food output will be made.
As a matter of fact the production levels were on par with what I was trying for, except the bonus shield thing, and the despotism penalty.
I am still toying with the idea, and would like to get a system of x4 or x5 in place, but I will have to wait until I find a way to change everything.
Also, I never said it won't improve the game.
All I was doing was offering some information that I had already discovered. Sharing knowledge with a fellow mod-maker so as to allow him to be better prepared and know some of the things that may crop up when he attempts this.
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
If the things I mentioned do not cause a problem then great, but this way he may know in advance if something might be a problem. I wasn't argueing or telling anyone they were wrong.
![Big Grin](https://apolyton.net/core/images/smilies/biggrin.gif)
I guess I'll just send my info directly to Korn next time.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
1) cities without any workers starve
2) cities established in deserts and tundra starve if no specials or food improvements exists
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
if they allow us more creative freedom with the editor and terrain on the next patch,
![Roll Eyes (Sarcastic)](https://apolyton.net/core/images/smilies/rolleyes.gif)
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