Re: Gameplay mechanics changes
Originally Posted by
Quinn Inuit
Second, apply a -1 pop growth modifier per level to all sewer buildings. Growth is ridiculous in 4tpy, even with the grain export problem fixed. This way, sewers will only have one effect on population (sewage reduction) and not two (the "health building" boost).
Growth seems ok to me. There's a bug, intrinsic I think to RTW, that means growth may be incorrectly displayed around 2 points higher than it actually is. But that sorts itself out at the end of turn, or on reload.
I'm still keen on the idea of turning border cities over to the Germanics and the Sarmatians, to prompt their expansion and simulate periodic migrations. FRRE has a script that turns cities over to the player if he wins certain introductory battles, and I think TIC has a script that checks to see if a certain city has already been taken, so I'll need to have a look at those and combine them to produce a sample script or summat.