View Full Version : 090 coming


Rhye
Jul 11, 2006, 10:53 AM
I'm running the last test.

0.90

- Rebalanced Persian and Arabian starting units
- Rebalanced some Persian and Chinese modifiers
- Randomized some AI wars variables (now still based on the map but less predictable)
- Capitals won’t ask to flip anymore
- Inverness added
- Fixed Roman UP
- Added a part of French UP - Euro civs will be more likely to vote for France
- Only 40% of human player units will flip in case of war with a new civ
- Added the Congresses system!!!!!
- Added Soma’s Russian and Mongolian city maps while waiting for RedThreat’s revision


There was no time to add any minor thing mentioned in these last days, cos all my effort went on the congresses.
Believe me, it was a hard, complex work and the jump to 090 is fully deserved.

There can be some bugs left. I hope not.

I'll post the link in the appropriate thread as soon as it's uploaded

Elhoim
Jul 11, 2006, 10:57 AM
Great! I´m curious to know how they work!

- Inverness added
- Added the Congresses system!!!!!

Blasphemous
Jul 11, 2006, 10:59 AM
This is great. :)
What's "inverness"?

Elhoim
Jul 11, 2006, 11:00 AM
I think it has something to do with winter... :D

Elhoim
Jul 11, 2006, 11:01 AM
Or a city in Scotland! :sad:

Gunner
Jul 11, 2006, 11:07 AM
Looks to be pretty cool stuff :cool:

I'm curious as to what inverness is too.

Rhye
Jul 11, 2006, 11:57 AM
a barbarian city in scotland

Elhoim
Jul 11, 2006, 12:05 PM
:sad: I thought it was like winter seasons... (made the guess from invierno)

Blasphemous
Jul 11, 2006, 12:55 PM
a barbarian city in scotland
Awesome! Now I'm really looking forward to playing 090! I hope I have time tomorrow after work.

Elhoim
Jul 11, 2006, 01:01 PM
That city would come in handy when playing as England ;)

Blasphemous
Jul 11, 2006, 01:31 PM
That city would come in handy when playing as England ;)
That's precisely the point. I believe this comes as a result of my suggestion to give England something to start from, since England doesn't have the time to build up infrastructure from zilch and start colonizing in a historical timeframe.

Bosporus
Jul 11, 2006, 01:49 PM
Just thought you might like to know that in the last version i was playing (.84 i think) it looked like the arabians din't spawn

also the capital of the romas was some obscure city on the eastern coast of italy.

Blasphemous
Jul 11, 2006, 01:57 PM
Bosporus, hello and welcome!
Please bring these things up in the bug report thread or elsewhere, where we can discuss them at length without disrupting the ongoing discussion here. Thank you.

Rhye
Jul 11, 2006, 02:44 PM
I'm uploading the zip. Check in a few minutes.


Just thought you might like to know that in the last version i was playing (.84 i think) it looked like the arabians din't spawn

also the capital of the romas was some obscure city on the eastern coast of italy.

please post the savegame of a few turns before 620AD.

Gunner
Jul 11, 2006, 03:58 PM
Just wondering Rhye, but could you give us some description of the World Congresses system please? I'm really eager to see how they work, but I'd also like to play my current game a bit farther.


PS: Check your PM's too

dh_epic
Jul 11, 2006, 05:18 PM
I'm excited about this world congresses system. Should be interesting.

Rhye
Jul 11, 2006, 05:36 PM
Just wondering Rhye, but could you give us some description of the World Congresses system please? I'm really eager to see how they work, but I'd also like to play my current game a bit farther.



More in detail:
after Nationalism is discovered, every 25 turns there's a world congress in a city.
About half of the civs are invited, usually the most important ones.
Every civ asks for a city, and the other civs invited to the congress vote yes or no or abstain.
AI judges the city to ask on factors like if it has ever owned the city, if it's in its settlers favourite area, or if it is close to the borders.
The same factors are used to present to the player a choice of up to 5 cities to ask.
AI will vote depending on factors like attitude and wars with both the civs (the asker and the owner of the city), and like power scale (will help smaller civs and be against the world leader or very large civs) or reasons of neighbourhood (China won't like a big Mongolia, for instance).
France has a bonus: Euro civs will be more likely to vote yes when France asks, and to vote no when someone asks a French city (remember the Congress of Vienna? All the punishment France had was setting its borders back to how they were before 1789. If it had been Germany it would have been much worse (see Congress of Versailles, 1918))
If a civ is not invited, it can refuse not to leave a city that's being asked. Of course, the asker will declare war, together with some of the civs that voted yes (the ones that had a high value, thus very convinced of voting yes. Usually 1 or 2 civs).

Elhoim
Jul 11, 2006, 06:04 PM
VERY interesting!

Gunner
Jul 11, 2006, 06:35 PM
Wow, that sounds like an awesome mechanic Rhye! You never cease to amazing me :goodjob:

I think I'm going to start a game as America so that I can get to see it in action faster :D

MrThing
Jul 11, 2006, 06:51 PM
Yes, the congress system sounds more sophesticated that I would have expected AIwise.

Now that you have done that, would you consider an Alliance system where a group of Civs, who are friendly can form Alliances to plan wars in groups of three or more? I think that would help the AI at war and the Congress System would already be a model (and the AI already has a certain way of knowing if it should declare war with another based on how many people are already at war with it, only this way, the AI or human could plan the whole alliance at once. This would be especially good for several small AIs to gang up on a major powers who has not been very diolomatic.

Barak
Jul 11, 2006, 08:09 PM
After Nationalism is discovered by whom?

Do a certain number of civs have to discover it, or just a single civ?

Rhye
Jul 12, 2006, 03:45 AM
a single civ, anyone

V. Soma
Jul 12, 2006, 04:05 AM
Rhye, I am excited about the new Congresses :)

I belive it would be important that only cities bordering the civ that asks for a city could come into the question... maybe shoreline can be an exception...

EDIT
I yet have to get to play the new 0.90 version - after a month of NO civving!

Gunner
Jul 12, 2006, 07:19 AM
I belive it would be important that only cities bordering the civ that asks for a city could come into the question... maybe shoreline can be an exception...
I think this is an excellent idea. There was some post in the other thread where a guy lost a city in the heart of his empire. The new city started off with no culture and had no tiles to work.

Blasphemous
Jul 12, 2006, 07:45 AM
Now I really can't wait to play this later today!
Suggestion: when a city switches hands by congress, it should start with culture equal to the # of % population there belonging to the new owner, times the population. N*S culture points. (Nationals * Size)
That should give a very reasonable start, appropriate for all cities, no matter what history they have.

Arkaeyn
Jul 12, 2006, 08:30 PM
I'm excited about 090, but it looks to be pretty buggy - are we going to see a 091 in a day or two, or should I just go with what's here for now?