Re: Bugs Reports & Technical Help
Smyrna and Nikaia only have 1 recruitment slot available, while a city like Attaleia with the same stone wall has 3 slots?
While experimenting I have noticed that after deleting the Council Chambers in Smyrna and Nikaia I got an additional recruitment slot, so after this I had 2 recriutment slots available.
My question is: Is this intended, or what I espect, a bug?
I am not sure if other settlements are affected by this, but I have noticed it so far for Nikaia and Smyrna. I have also noticed that building a land clearance in cyrus brings absolutely nothing and the public gallows in Corinth are only giving the good modifiers, not the reduction of population groth, even after i deleted it and rebuild it.
But anyway, I am not quite sure if building economical buildings is worth it. Many mods and also the vanilla game have the problem that most buildings seems quite unnecessary, regarding the price and buidling time they need, for what they bring... for example building a merchants wharf brings nearly no more income (in the mod at least some growth). But anyways, I think just using merchants on the right place is much better than building economical structures, what seems sad.
Also, how Jurand of Cracow already stated, something with the education of characters seems quite broken and also, it seems not possible to station a general in a big city like constantinople without getting nasty character traits. I put someone into constantinople, because he had the trait "knows little" so i thought, he might educate a bit, even he was not a teenager anymore ( it's never too late to learn )...
All in all I really like this submod so far, but don't get me wrong, I just wanted to list a few things that I noticed ;)
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
SirWitan
Smyrna and Nikaia only have 1 recruitment slot available, while a city like Attaleia with the same stone wall has 3 slots?
While experimenting I have noticed that after deleting the Council Chambers in Smyrna and Nikaia I got an additional recruitment slot, so after this I had 2 recriutment slots available.
My question is: Is this intended, or what I espect, a bug?
I am not sure if other settlements are affected by this, but I have noticed it so far for Nikaia and Smyrna. I have also noticed that building a land clearance in cyrus brings absolutely nothing and the public gallows in Corinth are only giving the good modifiers, not the reduction of population groth, even after i deleted it and rebuild it.
But anyway, I am not quite sure if building economical buildings is worth it. Many mods and also the vanilla game have the problem that most buildings seems quite unnecessary, regarding the price and buidling time they need, for what they bring... for example building a merchants wharf brings nearly no more income (in the mod at least some growth). But anyways, I think just using merchants on the right place is much better than building economical structures, what seems sad.
Also, how Jurand of Cracow already stated, something with the education of characters seems quite broken and also, it seems not possible to station a general in a big city like constantinople without getting nasty character traits. I put someone into constantinople, because he had the trait "knows little" so i thought, he might educate a bit, even he was not a teenager anymore ( it's never too late to learn )...
All in all I really like this submod so far, but don't get me wrong, I just wanted to list a few things that I noticed ;)
From the last:
- I really appreciate listing the noticed issues. It helps to improve the mod that is still being not finished (not even 1.0 version).
Education
---- what I've meant the currrent version doesn't have Teenager trait that translates in no education. In my current built (perhaps I'll issue a patch today) it's fixed.
---- there're won't be Knows Little anymore. Most of generals will have average education.
---- big cities are a problem: they have so many buildings that a general gets both good and nasty traits. The riches Constantinople were spoiling people, after all. So there'll be trade offs: the best (fastest) education at risk of learning corruption etc.
---- unless a general is a Scholar, he'll learn only marginally.
Economy
- merchants - their numbers will be very limited in the future. I wanted to make it in the next patch, but I'll do it later. So there won't be such easy shot.
- economic buildings - they provide more money over time, not instantly. The more population, the more money from trade. And you'll get a Trader trait for a general only if they are present in the city. And the Trader has a potential of increasing income by up to 30%.
Situations in the cities you've mentioned:
--- Land Clearance provides 0,5% (iirc) growth so it's possible that you don't see it on the screen. But if you combine it with the Chivalry of your general (0.75% in cities, 0.5% in castles) then it'll be a full point. See the entry here.
--- Gallows - in a very small castle there might be no happines and no growth to lower. And you don't discern the impact on religion.
( law_bonus bonus 8 happiness_bonus bonus -2
population_growth_bonus bonus -5 requires event_counter is_the_player 1
population_growth_bonus bonus -3 requires not event_counter is_the_player 1
religion_level bonus -1)
--- Recruitment slots - I haven't analysed the details the details (they're done by MWY) but the recruitment slots are conditioned by a few buildings, not only the walls. See here for the Stone Wall:
recruitment_slots 3 requires not event_counter freeze_recr_pool 1 and not building_present_min_level farms farms+2 and not building_present_min_level city_hall council_chambers
recruitment_slots 2 requires not event_counter freeze_recr_pool 1 and building_present_min_level farms farms+2 and not building_present_min_level city_hall council_chambers
recruitment_slots 2 requires not event_counter freeze_recr_pool 1 and building_present_min_level city_hall council_chambers and not building_present_min_level farms farms+2
recruitment_slots 1 requires not event_counter freeze_recr_pool 1
Re: Bugs Reports & Technical Help
Education:
- It would be really great if you could post a patch regarding the teenager trait issue the following days, because we want to take this mod for our historical hotseat anyway. Every nation will be human, so no AI problems I hope.
- Where would you recommend educating teenagers after a future update if not in constantiopel as byzantine?
- Regarding the generals: Do you mean a "scholar" trait or just "Administratively minded"?
Economy:
- I am not quite sure, if it is a good idea to further limit the number of merchants. You may say that buildings provide money over time, but for example speaking about thessalonike (this is not a small city, even it should have around 150 000 citizens after what i have read), is it really wise to build a merchants wharf for 3600 gold that provides 104 gold per turn regarding the settlement details and needs 5 turns to be build. Regarding this statistics it needs 34 turns to just pay off! Not mentioning the building time of 5 turns in which case we have nearly 40 turns no win out of this builing and even after this the win is minimalistic...
Even with a mine (one of the best buildings to make money), that provides 425 gold and costs 3250 gold it takes nearly 8 turns to pay off and 7 turns to build, so its first worth it after 15 turns...
Speaking of hotseats with many participians, it takes weeks to get until turn 15 and months until reaching tunr 40... so I am really unsure if anyone will build some economical buildings and not just loot enemy cities, which provides much more money.
City:
- I always look into the settlement details, and thereis always noted a 0,5% growth boost. But regarding the land clearance in cyprus, there is no change in the settlement details. In other cities the land clearance provides a 0,5% growth.
- Well speaking of castles, I do not think that Corinth is a small castle and I see no change in the settlement details regarding the growth if I destroy it, just the bonus in law get lost, while in other towns and castles the population growth gets lower after building a gallow. I am also aware that the impact on religion is not shown in the details, so I cannot state anything regarding the functionality of this.
Recruitment slot:
- So, if i understand this right, I have to destory the council chamber to get more recruitment slots in a settlement? In my opinion that does not make any sense... why should a building reduce the possiblilites of training units and agents?
I dont want to destroy the council chamber in Nikaia and Smyrna just to get another recruitment slot...
Re: Bugs Reports & Technical Help
Hi SirWitan
Patch regarding the teenager trait has been issued just 8 hours ago :yes: See the relevant thread.
It's sounds very interesting to me that you're taking this mod for our historical hotseat. Indeed, the AI problems should be lower - but mind the very aggressive pope. I'd expect factions bordering him to have a hard time.
But you need to keep in mind that it is a slow-paced mod. You may rush and conquer but it's very rare. You need many turns to make profit out of your buildings, even though we don't have such long building times as they were in Europa Barbarorum (mines under construction for 40 turns). You'll have to sit and wait for money to pour to your coffers. You'll need to disband feudal troops to make some money. It's meant to be like this.
Keep in mind that refill of the recruitment pools is very slow. You need to wait 8 or 12 turns for better units to be available (more or less like in Europa Barbarorum II, but there's fewer types of units so there're fewer units in general). And even if they're there the player due to money constraints would often not hire them unless there's a clear need.
You've got always (or we'd like to make it such) a trade-off in the SSHIP: either high income and high unrest costing you upkeep of the units, or low income and low unrest. Or you can educate teenagers in smaller cities only with schools - they'll get the education slower and of lower quality, but they won't get many bad traits. Or you can educate them in Constantinople but they'll learn bad things. The choice is yours. I think there's a quite extensive description in-game of the dos and donts but tell me after you play if I should complement it with more info.
After-school education: only Scholars (but they are always "Administratively minded") can get a serious education and usually only they'd get PhD/Didaskalos/Mujtahid. All generals can get a point or two in schooling, but it'd be just marginal, by way do doing other things.
Thessalonike was the second biggest city of Byzantium but it was much smaller than 150 000 citizens (this was the maximum size of Constantinople, and in the highest calculations. McEvedy tells that Constnatinople was 40-80k).
Looting cities is not a way to play this game, afaik. They'll get smaller and smaller and the AI won't rebuilt them very fast. So one-time benefit (and not very large, it won't even pay back the upkeep of the conquering army) and that's all. Plus your general will get some not-so-nice traits.
I cannot comment more on Cyprus, Corinth and Smyrna, but I believe there're reasons for it.
Recruitment slots: these are rather less important in the SSHIP. It lasts many turns after all. Destroying council chamber just to get another recruitment slot makes little sense. Or any.
Again, you need to build up your cities and only after some time they'll provide enough income to sustain an army. Just analyse this table:
You may read as well:
- my Medieval II Mod Recommendations,
- my Assessment of the SSHIP v. 0.9.2 - note that it doesn't take into account 096+patches changes
- some thoughts on BGR and the SSHIP.