Daniel, IIRC you said onetime that the game took the surplus food a city had, multiplied it by 75, and used that answer to calculate the city growth in people?
I think the 75 setting is in the diffdb (I don't have my notes with me). If so, reducing this number is how I want to slow down city growth, along with reducing the tiles worked from 1.25 to 1 for the first radius.
This way, terrain types would keep their values relative to one another, as would tile improvements. There would be no need to try and juggle the settings of dozens of things when you could simply adjust the base factor of the one thing that they all are used to calculate; the pop growth rate. (This refers to terrain changes beyond those I have already proposed.)
Cities would still grow on the same places they do now, except at a much slower pace without TI's.
Once everyone tries this approach out, I think they will like it. Specific terrain settings will be given in the terrain sheet of the Med charts spreadsheet.
And, if things still seem out of whack, we can easily reduce the food from certain terrains.
Btw, at this point, I think I am going to post two separate portions of the Med mod II. One portion will simply have all the proposed new units for people to look at, ala Harlan's WWII pack. The second will be the first beta, and will contain all the changes to terrains, TIs, improvements, growth, etc. There will be more than enough in these areas to evaluate without adding the units as well.
For the time being, I want to restrict discussion to these "non-military" aspects of the game, since this thread is going almost too fast for its own good (Martock, if you can find an earlier post of mine listing the new units, you will see that I plan to implement some of the same things you thought of).
I think the 75 setting is in the diffdb (I don't have my notes with me). If so, reducing this number is how I want to slow down city growth, along with reducing the tiles worked from 1.25 to 1 for the first radius.
This way, terrain types would keep their values relative to one another, as would tile improvements. There would be no need to try and juggle the settings of dozens of things when you could simply adjust the base factor of the one thing that they all are used to calculate; the pop growth rate. (This refers to terrain changes beyond those I have already proposed.)
Cities would still grow on the same places they do now, except at a much slower pace without TI's.
Once everyone tries this approach out, I think they will like it. Specific terrain settings will be given in the terrain sheet of the Med charts spreadsheet.
And, if things still seem out of whack, we can easily reduce the food from certain terrains.
Btw, at this point, I think I am going to post two separate portions of the Med mod II. One portion will simply have all the proposed new units for people to look at, ala Harlan's WWII pack. The second will be the first beta, and will contain all the changes to terrains, TIs, improvements, growth, etc. There will be more than enough in these areas to evaluate without adding the units as well.
For the time being, I want to restrict discussion to these "non-military" aspects of the game, since this thread is going almost too fast for its own good (Martock, if you can find an earlier post of mine listing the new units, you will see that I plan to implement some of the same things you thought of).
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