gay_Aleks
from the river to the sea, Palestine will be free!
Will these graphical improvements be available in 2.3?
As soon as I get the go-ahead I will update the download link with the 2.3 version next weekend.
Alright I will do my best to do that fast, I've spent the whole day marching so I was a bit busy today.I would not mind such a proposal.
The download (hosted by HermanHeydt) is now updated to Release 2.3.
Thanks again to everybody who helped with this release.
Special credits and thanks to vetiarvind for all his work merging his modmod and helping with bugfixing.
We hope you will enjoy this new version.
Savegames of old releases will not be compatible.
"Bugs and Todo" is the right one.I started a new game today and noticed that the Bombardment option seems to be bugged: trying with Heavy and Light Artillery with and without Wall Bombardment promotion always used up the bombardment option but the value for defense reduction was always zero.
Anyone else noticing this? Not sure whether this is the right thread or the Feedback one would be better.
pBombardCity->changeDefenseModifier(-(bombardRate() * std::max(0, 100 - pBombardCity->getBuildingBombardDefense())) / 100);
@RayStuttgart \ @HermanHeydt:
Will it be possible to just update the dll and CvUnit.cpp files in the infracta server?
Oh now that I think about it, in my latest translation commit. I've made some changes in the English text regarding the demographics screen.
I've replaced "GDP" by "Treasury" and "Mfg. Goods" by "Hammer Production". These are more accurate descriptions for the figures shown. I've also changed the Production units from "millions of tons" to just "tons" which looked more realistic to me.
If a hammer represents a ton of raw material used in building, then a tobacconist's house weights 90 tons and a Colonial congress weights 3,000 tons. That makes sense. At least more than if it were "millions of tons". For the matter, the World Trade Center A and B buildings weighted 500,000 tons, and they were much bigger than the RAR Colonial Congress.
And as I'm talking about the Demographics screen, I always thought the fact that each citizen was representing 100 inhabitants was some kind of unplanned bug. That makes your military troops more populated than your cities, even if they represent much fewer units. If we consider one citizen represents 10,000 inhabitants, then the demographics population makes much better sense.
At first demographics census in 1790, the population of the US was of 3.8 million people, which would make in RAR terms 389 citizen units (if we consider each one represents 10,000 people). That's stunningly realistic. In RAR terms, the population of the 13 colonies would then be Virginia (75), Pennsylvania (43), North Carolina (39), Massachussetts (38), New York (34), Maryland (32), South Carolina (25), Connecticut (24), New Jersey (18), New Hampshire (14), Maine (10), Vermont (9), Georgia (8), Kentucky (7), Rhode Island (7) and Delaware (6).
Sorry but that fascinatingly fits with their RAR gameplay different stages of development!
The "real population" figure is defined by getRealPopulation() on line 3429 of the CvCity.cpp file. That's where it multiplies the getPopulation() by 100. I've done some testing in multiplying there the population by 10,000 and it seems to work well. I won't commit that kind of things though.
I wish the same to all of you.
I'm not sure about the 100 vs 10,000 people issue. While it sounds right in 1790, it sounds so wrong to have a colony with 70k people in 1550. Port Royal had 50k inhabitants when it was hit by an earthquake in 1692 (I think that was the year). This makes it as big as London and dwarves all other colonies at that time.
Remember that the population of the "colony" is not strictly urban, it's both urban and rural.
When you have 70k people in 1550, maybe only 20k of them are urban (let's say a carpenter and a rum distiller). The other 50k will be a lumberjack, 1 sugar planter, 2 fishermen and a farmer (assuming you don't have only specialists).
But anyway, your point remains correct. Real life growth is exponential which is not the case in Civ games. Just to give an example, in real life, a population will take the same time to grow from 20k to 40k than it will take to grow from 20 million to 40 million. That's clearly not the case in Civ4Col as to grow of just a single unit, you will always need the same food, no matter how populated you are.
I'm actually quite glad about it as a game following real life quantities can only become unbearable (or would require to automatize everything, which is just not fun).
But anyway, you can at least agree that, on the demographics screen, proportions are not correct between the population and the military force. How can you have more soldiers than settlers with a lot less units?
1>CvPlot.cpp(7958): warning C4101: 'pCity' : unreferenced local variable
1>CvPlot.cpp(7961): warning C4101: 'iGarrison' : unreferenced local variable
1>CvPlot.cpp(7962): warning C4101: 'iCityStrength' : unreferenced local variable
I would choose 1 citizen = 1000 people.
When starting a game from a scenario, it would always add church and wild animals, even though those two players are already present in the scenario file.
Also I get warnings about unused variables.