Is this already commited into sourceforge? I'm really excited of nation states feature.
that sounds good. but first better make sure that they havent filed a patent application on that idea!This would add the bartering trade effect like Doane has. Where you can skip trading for gold and just trade the Goods. 62 Tools for 21 Wine
Well if I was one of those native, minor or less advanced civs I would definitely want Techs for barterSo it makes perfect sense they are wanting that, just as long as there's nothing making it so that techs will for some reason be entirely useless for them. If advancing in techs is something that they want and will make them progressively somewhat more advanced, this is realistic and will add a lot of cool political and trade possibilities, when for example you can cozy up to an initially backward civ close to one of your enemies, trading them techs/tools/weapons and helping them advance to create a friendly "buffer" state (while having to be careful not to let them get so advanced they become your competitor!)
![]()
that sounds good. but first better make sure that they havent filed a patent application on that idea!![]()
Wow that was quick work! If there's a line making Yields disappear from being selectable, maybe you could make this conditional on whether the buyer has storage slots left (after considering that the goods he's selling will be gone)? BTW a nice civicinfos tag to consider could be something like <iTradingSkill> which represents commercial sophistication of your traders and applies a slight modifier to how well you do during bartering. During trade/barter when it considers responses to offers, you could get a slight bonus if difference between your total TradingSkill (additive considering all techs/civics) and that of the other civ, or get a slight penalty if they are more skilled overall than you. This could be boosted by discovering early Techs like Barter and later Techs such as Banking, and possibly Civic choices such as Merchant Republic, or Usury which the pope will dislikeWell, I commented out one line and now all other Trade Goods want disappear once you bring one to the table. As before once you bring a Trade Good to the table all the other guys Trade Goods are removed. There is still no way to Shift Click and reduce the amount of goods you want to trade though. But, this could cause storage issues on the unit. But, again, this is already an issue. If your Peddler only has 1 cargo and he trades for two items, he only gets the one and the other is lost.
K, sounds like good progress.A chance to get immigrants could still be useful for any civ to have (especially if they are useful specialists they don't automatically start with access to). The main problem though is that the vanilla AI for natives prevents them from doing much other than wanting to make Horses, Food, and Braves.
Wow that was quick work! If there's a line making Yields disappear from being selectable, maybe you could make this conditional on whether the buyer has storage slots left (after considering that the goods he's selling will be gone)? BTW a nice civicinfos tag to consider could be something like <iTradingSkill> which represents commercial sophistication of your traders and applies a slight modifier to how well you do during bartering. During trade/barter when it considers responses to offers, you could get a slight bonus if difference between your total TradingSkill (additive considering all techs/civics) and that of the other civ, or get a slight penalty if they are more skilled overall than you. This could be boosted by discovering early Techs like Barter and later Techs such as Banking, and possibly Civic choices such as Merchant Republic, or Usury which the pope will dislike. Wealthy merchant powers like Venice/Hansa etc could often get the better out of many deals through this, but could miss out on other advantages though using that Civic.
I've already made steps to advance the Minor Civs. They no longer need to trade with Players to get Weapons and such as they will produce these all on their own. Looking over the techs there actually is a bunch that have no native benefit, like land improvement stuff. Should we allow the Natives to start improving their lands?
That sounds good too. Could even use the same unitinfos tag for something like a smuggler or coastal merchant vessel, which doesn't necessarily have huge capacity but nimbly plies between ports getting a good price, for those times when you want a "special delivery" of a specific yield.Yeah, I thought about the Trading Skill idea for units like the Wily Trader. I may have added some preliminary code for it. They can already get cheaper land purchases. I'll have to look through the code and see what would need to be done for this.
Just for spelling purposes it is joust
These are sounding like great ideas, the tourneys sound like a great addition to your 'training camp' concept, so a jousting list could be one of the specific training buildings or improvements, and specific 'camps' train specific units, so you can make archery ranges or drill yards.
I have been trading Techs with Genseric in my current game and it has me thinking. While Genseric loves my techs and is willing to pay a decent price, there should be a draw back to giving away all your techs to Minor Civs. Perhaps, if a Minor Civs tech level is the Same or Greater than yours there is a Chance they will advance to Major Civ Status and become more Competition, how about them apples?
Currently, Minor Civs will offer you Techs that you do not have, so Tech trading is advancing along pretty well.
Edit: Hmm, I wonder if you added a boolean for bIsNative. Currently when a Player is checked for being a Native it all goes back to the Civilization Info. I wonder what would happen if we added a boolean check, and if a Minor Civ becomes a Major Civ the boolean would be false. I wonder what that would do?![]()
Things like:
Being able to tax more than one vassal city.
Being able to improve vassal lands and/or being able to increase their city size to increase tax income.
Being able to 'Raise the Vassal Army' to be able to gain a commander and a levy army some how based on the size/investment of that vassal for the length of a war.
(when the war is over they automatically travel home (either across the map or by 'teleport' depending on what can be done effectively.) (the problem I forsee is getting over water to get home.))
Stuff like this where you can 'nurture' your vassals and turn them into an ever more powerful and effective tool/ally.
If we do get religions into the game, then the byzantium empire should become a nation state like Rome, so that you can align with the orthodox church in the east or the catholic church in the west. That would make these powers very interesting, especially if it could effect the 'Victory Outcome'. I could be set to wipe out the 'opposing faith' or take over your 'parent faith' or if you feel really hard core, go protestant with your own faith and take them both out! MUAHAHAHAHAHA!
I just had another thought about Papal Powers.
I was wondering if we could add in actual crusaders. So perhaps for example if you agree to join a Crusade a timer starts (a bit like the anarchy and censures, it could perhaps even begin and end with your declaration of war and peace.) In this time you could maybe use benedictine monks or priests to 'bless' your soldiers and turn them into crusaders, that get either increased stats or a special promo that does something nice, like increased XP gain or strength against the infidels (the enemy of the crusade) or some such.
The other thing that would be nice would be the ability to ask for specialists from your head of faith (a bit like the protection request) So you could get a Monk, or parish priest, or a special kind of bishop. To help 'bolster the faith of your subjects'.
This would be quite a good reason to keep your head of faith sweet, as 'faith' is quite a powerful income for both culture and immigration, and these units are also some of the most expensive specialists. Trading relationship for cheeap or freebies of these would be a definate incentive! As well as leading to a more robust, stable and faster growing empire.
Yeah, I like that as an idea.
Having priests that are appointed to you but that are not loyal to you, so they damage your fealty, but they do produce more faith.
I wonder what the condition would be for the pope to do that..
Perhaps it would be a combination of low relationship and alarm at rebel sentiment...
"Your lack of homage to the Mother Church concerns me, I am sending men of good faith to ensure your flock is not led astray." [Evil Face Pose]
I was wondering if the taxation issue might be because they are the 'same civ' both under the vassal lord, so the computer checks for civ taxation rather than individual city taxation, so it checks the civ, sees that it is taxed and assumes it cannot be taxed again?
Does col have promotion graphics like civ? where you can change the unit model? (or texture.. not sre how it works, never done it..I have only ever seen it done with medic arm bands and helmets.. this may be a TLO Tag mod upgrade though..) How cool would it be if all your troops wore crusader robes with a cross in your team colour!![]()