Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Governance
Canute VII  [developer] Jan 22, 2022 @ 12:11am
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Showing 1-15 of 40 comments
mazytus Jun 1, 2022 @ 3:46am 
I don't understand how the ratio of slaves to workers is calculated... I put 40 slaves and 20 workers in each building - and the ratio is still 0.
mazytus Jun 2, 2022 @ 2:36am 
The meaning of the industry building, if a level 2 industry gives 10% of the city's income and costs 25 coins per turn, that is, in order for it to make a profit, you need 260+ coins from the city, which are achieved even at the last, 12th level of the city...
Canute VII  [developer] Jun 4, 2022 @ 10:43am 
Hey, I've had a look:

(1) I have started a new game and created 2 worker brigades and 3 slave brigades, then put them into a building (it doesn't actually matter, they should be counted regardless if they are in a building or not). The event when I put my king into my city said that the contribution of the slave-worker-ratio was -60, which is correct, because 3/5 of my workforce is slaves. Maybe the brigades somehow have similar names in your game if you have some other mod active and the script doesn't "see" them? Which mod is active for you, so I'll have a look into the files - or upload a savegame, please.

(2) Actually, urban industry doesn't cost gold. It gives +5%/+10% tax income and costs -10 / -25 gold. That means it saves a fixed amout of gold (10 or 25 for level 2). I see it can be a bit confusing since the interface for the upgrade shows "+-10" and +-25). I have added a sentence to the upgrade description hoping it will make that clearer. Will be included in the next updated version.
Canute VII  [developer] Jun 4, 2022 @ 11:14am 
Actually, I'Ve seen that you've reported an issue in the CW9.5 mod, that for the Chinese "Workers" are called "Worker" (without "s"). If that'ss the same game, it might already explain a few things, because my code looks for the title of a brigade, i.e. "Workers" and "Slaves". If that's different in CW9.5 then my code will not recognise it. Is it also "Slave" instead of "Slaves"?

In any case, best would be if that was corrected in CW9, but I'll also include "Worker" and "Slave" in my mod as a failsave.
mazytus Jun 17, 2022 @ 3:16am 
How does the mine update script work?
4 completed mines, and no new deposits


SeedMinesEtcPostLoadInit.lua

-- Update Mines

if gettimegamedays() < 2 then
Canute VII  [developer] Jun 17, 2022 @ 1:48pm 
I set "gettimegamedays() < 2" so that the script works only for new games, because I feared it would throw off the balance of income too much. That means, if you activated the mod in the middle of an ongoing game, then the mines will not get the "preciousmetal" and "basemetal" modifiers. I'll see if I can change that in the next update.
mazytus Jun 18, 2022 @ 9:29pm 
I reboot and I have all mines either =40% or -10%. After that, slowly, as an event, the veins in them end.
mazytus Jun 18, 2022 @ 9:32pm 
For some reason, I have two sawmills in the list of buildings in the forts.
mazytus Jun 18, 2022 @ 9:45pm 
The event with the development of a mine does not specifically indicate which mine has been developed.
Canute VII  [developer] Jun 18, 2022 @ 10:58pm 
Originally posted by mazytus:
I reboot and I have all mines either =40% or -10%. After that, slowly, as an event, the veins in them end.
So it's working as expected, right?
Canute VII  [developer] Jun 18, 2022 @ 11:04pm 
Originally posted by mazytus:
For some reason, I have two sawmills in the list of buildings in the forts.
Yes, but you can actually only build one of them. One is for camps/cities with river access and supposed to be cheaper. The other is for camps/cities without river access and here it's more expensive. You need to have an aqueduct to get water for your watermill. This makes locations next to rivers more important.

I should probably clarify this in the upgrade description (next version).
Canute VII  [developer] Jun 19, 2022 @ 6:43am 
Originally posted by mazytus:
The event with the development of a mine does not specifically indicate which mine has been developed.
Not sure which event you mean. The event re depletion of a mine?
mazytus Jun 19, 2022 @ 6:54am 
Yes
mazytus Jun 20, 2022 @ 10:51pm 
[string "resources/scripts/slaveuprising/EventSlaveU..."]:82: attempt to call method 'liberate' (a nil value)
Stack trace:
[string "resources/scripts/slaveuprising/EventSlaveU..."]:82
[string "resources/scripts/slaveuprising/EventSlaveU..."]:233

The slave will still rise with an error, perhaps this is due to the fact that they are slaves of the raiders.

If before this event the slaves are taken out of the rebellious building, then the event will still happen and also with an error, however, a detachment of fugitive slaves will not appear.
Canute VII  [developer] Jun 21, 2022 @ 1:00pm 
Originally posted by mazytus:
Yes

I couldn't see anything in the code, it looks o.k.. Clicking on the icon in the event text should actually take you to the depleted mine. If it happens again, may I ask for a save game?


Originally posted by mazytus:
[string "resources/scripts/slaveuprising/EventSlaveU..."]:82: attempt to call method 'liberate' (a nil value)
Stack trace:
[string "resources/scripts/slaveuprising/EventSlaveU..."]:82
[string "resources/scripts/slaveuprising/EventSlaveU..."]:233

Trying to liberate a resource building without slaves may have been the reason for this bug.
I have made it now that the code will check if there are any slaves in the resource building before trying to liberate them.
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