If you take an enemy city, its growth will remain blocked for one turn, too.Ĭoastal cities may benefit from a Port later in the game, the Supermarket allows to get a +2 food bonus from tiles with Farmland (=irrigated twice). "Blocked": A city needs an Aqueduct to grow beyond size 8, and a Sewer System to grow beyond size 12.If you're math-oriented, I think the governor tries its best to maximize the sum of weight*surplus under the given constraints. tradition of the Hall Of Fame: You can submit us your played savegames, and if you. The "Factor" parameters balance how much the governor should prefer this or that. Ara: History Untolds Living World - Roads. It will not allow negative production or trade, for example - that's the meaning of the "Min surplus" parameters. "Max Food" vs "Prefer Food": The latter is more accurate, because the governor won't maximize food at all costs.Irrigation and mines can't be built on all terrains, and can't be combined. Each road will give you +1 trade (yellow), and mines give you +1 production (white). Irrigation: Except the city itself, each irrigated tile gives you +1 food bonus (the green number on the city map). ABOUT:Years in the making this is a huge HD video tour showcasing the amazing FreeCol fan game based on Sid Meier's Colonization.Translation updates (a total of 5191 translation strings updated in 53 different languages).We are extremely proud to finally announce FreeCol 1.0. Our releases have until now been marked as alpha/beta even though the number of downloads for our game has long been counted in the millions. Better handling of severe errors like out-of-memory and stack-overflow. Version 1.0 of FreeCol is released 'On this very day, 20 years ago, we made the first public release of FreeCol.A malfunctional AI should no longer stop the game.Treasure trains are now displayed in the cargo report panel.Added a mod for having 19th century nations.Added a mod where basic buildings (level 1) needs to be constructed (except Town Hall and Carpenter's house).There are now separate volume sliders for music and sound effects.The escape key can now be used to close most panels.Recursive autosave directories should no longer be created.The colony panel is now properly updated when clearing the speciality of a worker.Units should no longer have their graphics clipped on the map.Scrolling on the map should now be smoother.Fixes the scaling of several different panels (preferences).It's now possible to add the same goods multiple times to the same stop in the trade route panel.Accelerator keys can now be changed, saved and loaded in the preferences.Reduces the amount of jumping around on the map while animating the moves of enemy units.Fixed leaking file descriptors that crashed the game on Windows.Fixed several issues that forced a server reconnect.Fixed several issues with goto-orders that made the game hang after end of turn.Several bugs that might cause the game to crash have been fixed (for example when all settlements of a native player was destroyed).AI ships should no longer get stuck outside native settlements.The AI will no longer equip specialists (like Elder Statemen) with muskets.For example, the conquest advantage (spanish) will make the player focus on destroying the natives. National advantages will now change how the AI utilizes its military units.This mission is used for dragoons that are escorting artillery when attacking. Adding a new escort mission for protecting units.The AI no longer defends its colonies with scouts.The computer players will now use more advanced tactics when defending and attacking.The rendering performance has been improved. Major river tiles now gets the minor river production bonus twice. New skins for the minimap and the unit info panel.
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