Tilted Mill's game
Children
of
the Nile
has an interesting economy. Does figuring it out help you play the game
better? Probably not by much. Still, I find understanding the intricate
economy interesting. This is a site to archive my
observations of the game for others.
Roads
People who've played other, older Egyptian city builders are very
confused about roads. After all, instead of costing some silly "almost
free" cost like 4 gold per mile, TM decided not to waste their
customer's time and just make roads "free" --but the real cost is how
much of
your
time you devote
to laying them down instead of doing other things...
Roads in CotN work like in real life. They reserve space for access,
and access is important if you want to move things. "Large" objects
like the bricks can't be moved
into areas without access. Try building a square of laborer's huts 4
per side. After they're finished, try building a laborer hut in the
middle. It remains unbuilt: No access.
Roads on flat, easy to walk on areas don't offer a big advantage. Roads
built over cliff terrain do make travel much easier. People will cut
corners and take shortcuts from your perfect little roads when it saves
them time.
Crops
The chart on page 10 of the manual gives a very good overview of how
food flows in the economy. Some points:
Harvest starts at 6am on Harvest day and is stacked into the
thresh pile.
A well working farm household will farm 3 fields.
Field
|
Yield
|
Wheat
|
60
|
Barley
|
40
|
Lettuce
|
20
|
Onions
|
20
|
"All"
|
40
|
Food left in the thresh pile rots, but is used by people in need.
Farmers and common shopkeepers with 0 food left in the house will go to
the thresh pile and take 6 more food per family member that walks
there.
New settling farmers also do this weird move where after building their
new home they go to the center of the street in front of their house,
pound the ground a little, and suddenly food from one of the existing
thresh piles on the map appears in a bucket that they take to their
home
to help them through the first lean year of getting settled. (Some
people call this the "Dowry Allotment")
Observed a Potter that no one was buying from that dropped to 0 food:
Mom went out to take 6 from the Thresh Pile.
Dad went out to take 6 from the Thresh Pile.
and so did Son 1, Son 2 and Son 3!
So they took 30 food from the thresh pile. And here I'd thought
business was going well for them, sneaky thiefs!
I have a theory that "large" amounts of rotting food feeds rats, making
bubonic plague outbreaks worse. Building a granary or two is good
because it stops rot. Granaries are also your main power as Pharaoh:
Only Pharaoh has the ability to build the network of Bakeries and the
Granaries that stores so much food to let the city survive bad years.
Planting
and Assessing Taxes
On Planting (Penet) at 6am the Farmers leave their houses to
go
to the fields and plant their crops. They work the fields until 3am
that night if need be. Few people have difficulty with the idea that
there's 21 hours here, and the more time farmers spend walking, the
less time they spend growing. Farmers walk along the shortest route
from their home to the mudflat and plant their first field at the
shoreline. As more farmers arrive and fields stack up they go further
and further away from the shore. Each farmer as they finish one field
looks for the closest open field space from where they are currently.
Once they get three fields planted they just rotate back to the first
field and increase its yield.
Placing too many farmers in one area makes them compete too much for
field space. Letting farmers plant fields too thickly out to the
waterline (say 12 or more deep from shoreline) makes them more
difficult to tax for scribes. It's better to have farmers spread out
along the shoreline than bunched into one small area.
After the first field is planted the Scribes head for the fields.
They move parallel to the shore up and down and count the fields. They
only tax
this
year's planted
crops. Food not assessed stays in the threshpile. Food in the thresh
left over from last year is not taxed either, so even if you get full
coverage you may still have food leftover in the thresh from previous
years.
Scribes work substantially better when provided with papyrus to use
when taxing, but it is still unknown how --do they count each field
faster, or do they count multiple fields at a time. Scribes bunched up
with their
homes together are very inefficient. Scribes distributed at regular
intervals along the shoreline do a much better job at taxing.
In theory you get 50% of each Noble's take. Doing the math it
appears more you get whatever's left after the Farmers and Nobles fill
their own granarys.
Food
Distribution
At 7:20 pm on Harvest Day food is distributed from the
thresh pile.
Farmers get 32 food per household (varies with number of family members)
Nobles are limited by the size of their granary in how much food they
can take and store. Usually 399 food per townhouse.
Your Bakeries are filled next. They hold a max of 500 food each.
Last is Granaries.
Only as each layer is filled does it flow to the next lower layer.
Farmers
|
32
per household
|
Nobles
|
399
per household
|
Pharaoh's
Bakeries
|
Max
of 500 each
|
Granaries
|
Any
assessed grain still left
|
A rough equation:
Your yield = ( ( (# of farmer households) * 120) * (% of fields
assessed) ) - (32 * (# of farmers) ) - (399 * (# of Nobles));
Threshpile = ( ((# of farmer households) * 120 ) - (32 * (# of farmers)
) - (399 * (# of Nobles)) - (Your
yield);
Note that CotN only models in detail the food getting to the
thresh piles, and simplifies the distribution from the thresh piles to
the
other points. There's a reason --to keep the game fun! The year's long
enough as it is, and I believe modelling the food being moved to the
threshing pile is enough of a delay on the game player. Having to wait
for walkers to distribute food to all the secondary food buildings,
given
the huge size of the maps, means one of three compromises would have to
be made:
1) Walkers after harvest move absurdly fast, flying like superman to
granaries and bakeries throughout the world in what's left of the year.
2) Game year has to be even slower to give time for everyone to
"realisticly" walk to their target. Players drum fingers waiting.
3) Game map shrunk to keep long delivery paths taking more than a year
to transverse from being formed.
They've made the right gameplay choice here with delivery modeled only
to the thresh pile. I'm interested in growing crops and harvesting
them,
which is really a supply-demand balancing challenge. I'm not interested
in delivery network problems like in the awful game "Settlers 3".
Food collected as tariffs on traders at the Merchant Center are first
placed in a Bakery, and if all Bakeries are full, then a Granary.
At 3:40am each Granary will attempt to top off Bakeries under 500 food.
Food does not travel from Bakery to Bakery. Once it's out, it's out.
Which means you want to have a limited number of Bakeries all seeing
about the same level of use if you want to avoid a lopsided
distribution.
But also with Priests, Scribes and other elites you want to max out the
amount of bread they get each visit to the bakery. Sometimes putting
two Bakeries next to eachother so that 32 or more bread will be waiting
at all times for the next visitor is a good solution --the limitation
here is how quickly can your baker work, not how many food there is.
Food
Storage
Luxury shopkeepers seem to have a limit of 320 and Nobles of 400 food
storage max.
Entertainers will rarely amass over 400.
Common shopkeepers seem to max out under 180.
Soldiers, common farmers, bricklayers, all are limited to storing
around 32. When a flood fails, these lower class people don't have
enough food stored to carry themselves through the shortfall.
Government paid employees like priests, scribes, commanders seldom max
out their food storage. But they do keep taking their salary out of the
Bakery and spending it on goods.
Building your network of Bakeries that store 500 each and Granaries
that store 2000 food each gives you the ability to store more food than
anyone else in the city.
Eating
Homes moved into from the first build button get their harvested food
from the private economy. The player does not feed them directly, their
job feeds them (growing food, selling wares, entertaining Nobles, etc)
or when this fails they have to forage.
Homes from the second button eat out of Bakeries and are on the
government dole. This includes brick makers, bricklayers and Papyrus
makers down by the banks of the Nile. This also includes Gardeners, but
I find myself deleting Gardeners after they've been used by the Nobles
in the upgrade process.
Each household eats 2 farmed foods per person at 8pm. They
will
eat what they have the most of first. Wheat bread is preferred to
combine with the other three farmed foods into a meal. Farmers will go
on half rations to work through to the next harvest once the household
is under 10 food. Still having under 10 food and a low thresh pile
after Harvest also means they go out to to harvest the non-farm foods
Pomegranates, Fowl and Fish. The father and son go out with what's left
of Harvest day, otherwise the wife goes out on other days of the week.
If there are non-farmed foods present in the household they are eaten
three units per person/per day: 2 per person at 8pm AND 1 unit per
person at 3am when they get hungry again. Better for the second meal to
happen in the middle of the night than interrupting their work midday
to
run home again.
In the transition from villager to farmer, both 2 non-farmed and 2
farmed foods will be eaten at 8pm, and 1 non-farm food at 3am, until
they run out of non-farmed food. As long as they have enough food to
last them through to the next harvest, they'll just stay home and rest
through the flood season, building their strength.
Food is actually tallied in 1/10ths of a unit, which throws people off
with the rounding effects. A family of 3 usually eats 6, but sometimes
5 or 7 just to throw you off. I've seen families of 5 rarely eat 8
farmed foods for their daily meal, but usually they eat 6 like everyone
else. It appears that children eat less than adults, but it's difficult
to tell how many children are present in a household, making
observation difficult.
The swollen gum disease is caused by a lack of beer. If there is excess
barley bread left after a meal people will soak it in water to make
beer.
Vegetables are good for people. But deny them bread and the skies come
crashing down upon your head, even if they have 14 lettuce and onions
each to eat.
One person claims to have solved all malnurishment problems with the
ratio 2 barley/2 vegetable/1 All/ 1 Wheat for crops grown. Unverified.
Bartering/Shopping
Only farmed foods may be carried to barter. (Wheat, Barley, Lettuce and
Onions) Barters are actually conducted in 1/10ths of a unit, so
sometimes you'll see a woman spend 3 food but the merchant get 4 food
(or vice versa) as a result of display rounding.
Two icons max may be shown:
Bread is either shown dark brown (barley only) or white (wheat only or
wheat and barley both)
Vegetable is either an Onion (onion only) or lettuce (lettuce only or
mixture of onions and lettuce both).
32 units is the max of each type of farmed food that can carried out by
one person. They seem to only buy 1 of each type of good per shopping
trip, but can buy multiple different goods in 1 trip. Servants allow
carrying more food out so you can return with more goods bought.
Servants also will carry the money for you, so 2 servants doubles the
amount of cash takes buying --and allows buying luxury goods that cost
more than 32 food.
I've been watching people buy common goods. Some observed transactions
1 Wheat 1 lettuce for a mat
2 Barley 2 lettuce for a basket
1 Wheat 1 Barley for a pottery
2 Barley for a linen
Haven't noticed if nobles pay more for goods than laborers do.
For common good there doesn't seem to be a difference between baskets
and mats made from
rushes vs reeds and they appear to last the same amount of time and be
priced the same, between 2-4 food each. Luxury goods can be made
differently with an actual effect from their construction. The staying
power and prices of statues made from clay, tin, copper and gold needs
more study.
I thought better quality items would enhance those household's
prestige, helping them get to the front of the line for promotions over
neighbors. But no, better quality items instead last longer, reducing
how often they have to be shopped for. Makes sense for sandals made of
rushes vs leather. Jewelery less so, but I'll go with it. (Cheaper
material jewelery goes out of fashion faster is one theory)
The goods bartered seems dependent on both what the buyer and the
shopkeeper have, with merchants trying to get more of whatever food
they're short of at the moment between Wheat, Barley, Lettuce and
Onions, but limited in their choice to what buyers carried with them to
the sale. Have yet to see a buyer turned away from a Common Merchant
for not having enough food to trade.
I've seen rush mats sell for:
2 wheat 1 onion 1 lettuce
3 wheat
1 wheat 1 lettuce
So it appears bartering based on need really is going on. There is not
a strongly
fixed price economy here.
While shoppers go out shopping for a specific item they need, if they
have additional food left over they keep shopping. There may be some
connection between which shopkeeper has the least amount of food in the
local area and who the shopper chooses to buy from next. Talk about
being hungry for a sale!
Note that non-farmed foods (ie fish, pomegranates, fowl, etc) can not
be bartered for any goods at all. The linen woman could go gather
pomegranates herself if she really wanted them. She wants farmed foods.
Shopping
Schedule
Farmers:
Women will head out at 7:20pm on harvest day to buy needed common goods
with the new food just distributed.
They will also head out at 6am the other two days if they have enough
excess food left and still
need a common good. They will only buy a max of 1 of each common good
per household.
Nobles: Having enough excess food is one important trigger in getting
them to venture outside, but there appear to be others as well that
are still unknown, since sometimes they appear to sit at home for no
reason. It is believed (but not proven) the sitting at home
while wanting more goods behavior is because they already see
there are no goods for sale of high enough status for what they want.
Noblewomen stop shopping the instant it gets to be noon.
They will only buy a max of 1 of each good, and rather than buying a
good less than their current household status, they will complain "none
available".
So having faiance jewelery available when they want gold jewelery will
give the confusing message "Need more luxury goods" when there are
luxury goods, just not high enough status ones.
Luxury
Shopkeeper Goods
The pecking order of luxury shopkeepers seems to be determined by what
raw materials they have in stock.
The Perfumer seems the worst off. His goods are never imported in the
game scenarios and so never available at the Exchange. And if a
scenario designer is dumb enough to forget Oil Trees he can't make
anything at all.
Cosmetics:
Low: Kohl (Kohl cosmetic)
Medium: Henna
High: Copper (Copper cosmetic --I thought this was for a mirror, but
actually the copper is used to make Malachite for green eye shadow)
Highest: "Copper, Henna and Kohl cosmetic" (a green, red and black
makeup set)
Furniture
Low: Reeds (Reed furniture)
Medium: Acacia wood (Acacia Furniture?)
Highest: Cedar (Cedar furniture)
Jewelery
Low: Quartz (Faience Jewelery)
Medium: Emeralds
Medium: Turquoise
High: Gold
Highest: "Emerald, Turquoise and Gold jewelery"
The Resources list at
http://www.immortalcities.com/cotn/gameinfo/cheats.php
has #97 "Turquoise and Gold" as well as #98 "Emerald and Gold" jewelery.
I've never seen them created in game.
Perfume
Necessary for all types: Oil (from oil trees)
Low: Flower + Oil (Flower perfume?)
Medium: Myrrh + Oil (Myrrh perfume?)
Highest: Henna + Oil (Henna perfume)
Post-patch, none of the Nobles seem to bother with any perfume other
than Henna. The other types are ignored from square 1, even by Priests.
Once Nobles evolve out of small estates they don't seem to bother to
buy perfume at all, so you may want to change perfumers over to
creating something else more useful after that.
Sandals
Low: Rushes (Rush sandals)
Medium: Leather (Leather sandals)
Highest: (Leather and Rush sandals)
Oh the poor sandal maker. Nobles love his Leather and Rush sandals, but
he starves to death before they need a second pair.
Sculpture
Low: Clay (Clay Statue)
Medium: Tin (Tin Statue)
Medium Copper (Copper Statue)
Highest: Tin + Copper (Bronze statue)
Luxury statue makers no longer use basalt to make statues because of
problems caused over when to quarry small vs. large statues.
Nobles
and Luxury Goods
Nobles appear to only buy the
highest level good available, and
only
need 1 of that type of good to be happy as a household. You do not see
a "collect the whole set" attitude. For example, they will never own
both a tin statue and a copper statue.
Nor do Nobles just run out and buy higher quality goods as they become
available. They will hold onto their tin statue until it wears
out/becomes unfashionable, even while bronze statues are available and
your poor statue shopkeeper has a full shop of goods and no food.
Your Palace will buy two of everything if they can, so you're smart to
hold off on the Palace granary until your Nobles are saturated and
happy with lux goods.
The goods present in their household may have something to do with
their own prestige. They also sometimes seem to ignore some shops types
altogether (particularly perfume once they've evolved some) if there's
no shops stocking lux
goods of the level desired
by the household. If they can't buy the level of good they want, they
don't economize and buy the next cheaper level of that good. Instead,
they just cry that they don't have enough bread to buy it.
It may be possible to chart out the relative value of all goods by
comparing their purchase cost. This will take some close watching of
Nobles while they are purchasing.
I've had Nobles with their own Mastaba and Garden still not evolve in
their prestige from "Small Estate" and being able to manage only 4
farmers. Now I'm
wondering if they need a combination of household goods with estate
upgrades in order to evolve the number of farms they manage. And if the
"need more types of goods" message is that they could evolve to the
next level if only we gave them the complete set of lux goods needed
for that next level.
One of the sound samples in the game states that Noble ladies keep
their shopping energy up until noon.
Entertainers
The
max number of
entertainers hired for a party so far seen is six. They get paid two
bread per gig, but seem to eat on their hosts tab while performing to
save costs.
The
Exchange
The Exchange employs a lot of unseen underlings that are able to
quickly transport small-to-medium size items (but not monolithic sized
objects) from anywhere on the map to the Exchange. There's something
about the scribe getting a message in advance and arranging for the
pickup at the time walkers arrive there, other people prefer to think
of it teleporting objects instantly from anywhere on the map.
Any object at any drop-off point on the map can be arranged by
walkers to be picked up at the Exchange. Traders can also arrange to
pick up their return trade items at the Exchange. Papyrus sitting at
your factories can be picked up at the Exchange by traders. Weapons,
Gold, food, etc can also be picked up at the exchange. Anything,
really.
I find the Exchange most useful for speeding up trader's visits so I
can be sure to get the optimal one exchange per year. A foreign city
wants 40 papyrus in exchange for weapons? Instead of forcing the trader
to walk around to papyrus factory after papyrus factory until he's
gathered 40 units, which might take 3 years before the trade is
complete, he just visits the Exchange once, and enough Papyrus from
factories scattered all over the map have combined their shipments
already and are waiting for him in one neat bundle. One trip, in and
out. Really speeds up trade when you need it and removes most of the
hiccups. Traders who receive food in exchange also prefer visiting the
Exchange for their payment over wandering around granary to granary.
It's not as useful internally, because it really only works with the
Weapons Workshop. When you have on-map mines getting
copper and tin the classic Exchange move is using it to move the metals
virtually instantly from the mine drop-off areas to your weapon and
kopesh manufacturing on the other side of the map where your army base
is. But with the shipwright, it's much cheaper to just place the cedar
drop-off point next to his house for a while than build and staff an
Exchange Likewise gold, turquoise and emeralds can be moved from their
mines
to the shopkeepers in the city essentially instantly by placing the
Exchange near the luxury shopkeepers. There's some argument over if
better
quality
statues and jewelery is really worth the cost of a Scribe running an
Exchange.
Setting more scribes to work at the Exchange
supposedly allows more people to be served by the Exchange, but so far
no one's complained of bottlenecks so most people only use one Scribe
and one Exchange total. Maybe if you had a lot of outside trade
shuffling products from one side of the world map to the other with you
in the middle the speed would be useful.
Having two or more Exchanges per map does not appear to be supported
very well. My second Exchange scribe just walked half-way across the
map to the first built Exchange. Since it's only used for trade, that's
probably okay.
Avoiding
Creating Vagrants
From
Racoon_TOF
that works about 80% of the time
for me:
You
can avoid vagrants in buildings
that build immediately (ie: don't require bricks) by pausing the game
before doing any deleting or building. For example, if you have 10
farmers that you want in a new location, pause the game, build the new
farms (they won't actually build yet because it is paused...), and
delete the old farms. Those 10 farmers become "first in the queue" for
the new farms, and will promptly head there. In fact, if you select one
of them while in the process of moving, they will say something like
"moving to new house". This also works for shopkeepers, entertainers,
brick makers, brick layers, stone carvers, and any other building that
is "free".
Note: this technique can also be used with lesser success on brick-cost
buildings if you are very careful...if it is really important that the
same priest/scribe/whatever move from one location to another, do the
same technique as above, with one exception: Start the building before
pausing. Then, select it and watch the progress. When it is at 90-95%
complete (depending on build speed for that building type, and never
over 95% as it takes some time for the deleted building to vanish and
the old resident to seek a new open house) then pause the game, delete
the old residence, and unpause.
Be aware that they carry nothing over from their old home to the new
one. They also will take better jobs if available as part of moving on.
I deleted a soldier tent and an awkwardly placed entertainer to make
room for two entertainers. The guard got the first entertainer house,
and the old entertainer got the second when pause was restarted.
No luck at all getting bricklayers to move across the Nile to the other
side. I hope they advanced on to better jobs. I've had no luck hunting
down where they went though, just that they never showed up at the new
bricklayer homes I built on the other side for them. But at least no
vagrants were created.
Tombs
for Everyone
The in-game help file
explains this well also.
Pharaohs first take any Tomb
marked "Pharaoh only". If none is
present, they then take the most expensive tomb on the map that is not
marked "Nobles Only". Their entombment
substationally raises the prestige of a tomb. 1 Pharaoh fills it.
Royal family take the most expensive tomb first in the category "Royals
only", then "Everyone". They raise prestige highly also,
though
not as
high as Pharaohs. Also 1 coffin per tomb limit.
Nobles take the least expensive tomb of the category first of "Nobles
only" then "Everyone". They really lease it, and they stuff in family
member after family member. The prestige afforded is a
pittance, but to compensate they lease it paying an annual maintenance
that is unfortunately added to the harvest assessment so no one has
figured out yet how large it is. Ownership is handed over with the
Townhouse and the Oars to the yacht to new families when they take
ownership of the Townhouse. It is theorized but not proven that
providing your Nobles with larger Mastabas provides more tax revenue,
but ultimately they can't spend more than their income limit each year.
"Everyone" is the category that allows the default tomb sorting
behavior to happen on its own.
Empty tombs decline faster in value than full ones, so building more
than 2 ahead doesn't seem wise. A weenie strategy of flooding the
market with cheap empty small mastabas doesn't work as well as building
fewer, bigger tombs. There's less resources for the weenie strategy,
but return on time invested is not as good. ie Two hours spent building
a few pyramids returns much better prestige than spending the same two
hours building lots of weenie mastabas. Particularly since Pharaoh and
Nobles don't die often enough to fill many tombs with their special
boost in prestige. Tombs with Pharaohs in them earn substationally more
prestige once the coffin gets finally planted
Retirement
of Educated
Workers
Priests and Scribes retire after ten years of service.
Overseers retire after nine years of service.
You can use the family history to anticipate when educated workers will
retire.They will complete whatever task they are on, but when they
return home they retire. The exact time seems to vary some with what
task they're given. Priests generally age out on Penet (planting) at
8:15pm. But Merchant Center scribes age at 6am on Flood probably
because the trade rhythm is different.
The confusing thing is when a son takes on the same job as his father.
Dad started in 2139 BC as a scribe. Son starts in 2130 BC also as a
scribe. Dad retired in 2129 BC as scheduled. Son continues in the
family
profession for the required 10 years to retire in 2120 BC, even though
his family history says "2139 BC" as when he started as a scribe.
When a family retires, house empties and Dad walks out of town. If you
build a Noble house before he leaves the map he sometimes will turn
around and return. Not sure what happens to wife and kids in tow,
whether they're a package item and appear in the new house. I have a
theory involving the cavern/robot facility that they stored the
Stepford Wives robots in...
Retiring
Nobles
Luxury shopkeepers can fill an empty Townhome at any time, if they have
enough money. (Seems they need over 100 at least, and the household
appears to keep it's lux goods from the previous tenants.)
Nobles can also set up their sons to be Nobles.
Priests and other educated workers we are told will become Nobles when
they retire if there's a spare Townhouse open. The luxury shopkeepers
always beat them to it though. Note that you can't delete an educated
worker to get them to become a Noble through premature retirement.
They'll either just move into another open educated worker building, or
emigrate. They will walk right past that Noble household you want them
in so badly and keep on walking.
Time:
The real bottleneck
All the resources are free for the picking. Worst case you pick dates
and pomegranates to stay fed. What's the game's largest limitation?
Time.
Inefficient, time wasting ways of doing things drag you down.
Efficient, fast methods propels you ahead. People only have so much
time to shop for the goods they need while working their jobs.
Expensive luxury goods don't just have a price, they also consume
limitless time while people wander around comparing comparing comparing
which one they'll finally buy. Like someone so caught up in visiting
dealerships to buy a new car that they don't have time to go grocery
shopping, Nobles shopping for exotic furs and pets will have no time
left to shop for common goods if you oversupply them with
luxury.
Useful
Cntl keys
cntl-G --toggles map grid.
cntl-H --go to the home of the currently selected family
cntl-F --go to next family member in currently selected family.
Space --shows the next waypoint of most walker units, sometimes shows
walkers with that building as destination. (Shrines, Hospitals).
cntl-# --can later use that number to recall that building.
The
Quay
If you place a Merchant Center on the shoreline where a barge landing
normally would fit, it magicly turns into a Quay. Why build it?
Merchants selling Nobles lux goods who come by donkey train only pay
tariffs at the Merchant
Center that is the "normal" fenced in area. Merchants selling Nobles
lux goods who come by ship only pay tariffs at
the Quay.
It appears you need both buildings and the staff to run them
to
get full tariff collection. Or only build one and only use merchants of
that one type. This may help people attempting to build split
cities. Not sure if tariff collection post-patch seems lower
just
because of this split or also because the numbers were also tuned down.
Why
Khopeshes?
Khopeshes are about as useful
as a second appendix in most
cases, and completely not worth the tremendous cost and effort to build
them. They don't help you win battles at all. According to TM they
reduce the casuality rate of your troops in each battle, increasing the
number of troops that return. In a really, really tight population
scenario with a lot of repeat battles (ie Pi-Ramses) khopeshes are
worth the trouble.
Patch
1.1 changes
Luxury statue makers no
longer use basalt to make statues
because of problems in when to quarry small vs. large statues.
The AI behavior was changed by
adding
just two more lines into C:\Program Files\Tilted
Mill\Children of the Nile\data\unit ai scripts\generic movement.tai
Advance:
NoMoreWaypoints true(TurnToUnitFacing)
}
and in TurnToUnitFacing:
JustStandingThere true(ReacquireGoal)
}
Patch
1.2 changes
No more AI changes. The full change list is
here.