Current (SVN) development discussion thread

(btw, I added a river in the tile above Rio as it is kinda frustrating having a city that is literally called "river of janeiro" and not being able to build a levy there).

Rio de Ja·nei·ro (d zh-nâr, d, d) Familiarly known as "Rio."
A city of southeast Brazil on Guanabara Bay, an arm of the Atlantic Ocean. The city's name, Portuguese for "River of January," reflects the fact that the first European explorers to visit the bay, in January 1502, believed it was the mouth of a river. The city, founded in 1565, was the capital of Brazil from 1763 until 1960, when the government was transferred to Brasília. Population: 6,090,000.

EDIT: cross-post with Hightower
 
For every player or only AI?
Everyone. I still have to check whether era-1 is too powerful but whatever rule it's going to be will apply to everyone.

Leo, I have to congratulate you. Brazil was a very fun civ to play as, if approached correctly, the human player can make this civ into a tech and comerce juggernaut without any need to invade civs outside your core. I have just completed my first game with them (marathon speed, monarch difficulty), I played in a pacifist way and just focused on building up my infrastructure and economy, won a space race victory in 2007. Along the way I also built the internet (despite not having copper), SDI, Cristo Redentor and beat the USA and the euros to several other wonders.
That's great to hear!

However, I have noticed several bugs from this game and playing as other civs.

1. Sometimes when you conquer a city you cannot raze it (i.e mombaza or quelimagne).
I'm aware of that already, and will do something about it.

2. I believe your change to the slave plantations mechanics actually had the opposite effect. You can still build them in jungle or forest, they just don´t clear the forest/jungle anymore when you do.
You can expect a fix for this with the next commit.

3. I noticed that I cannot build GP-related buildings (interpol, academies) and the option doesn´t show up when the GP is selected. I basically had to WB the desired building and delete the GP to simulate the effect.
For Brazil? Or another civilization?

4. Finally, something must have gone wrong when you changed embassy-related stuff, as I can build embassies of dead civs.
Okay, I will check that.
 
I just noticed that almost no civ in the modern era ever switches to democratic civics aside from America usually.

It's a very small thing, but it's strange to still have empires and kingdoms in 2000AD...
I noticed that playing as Brazil because usually my games end before that date :p

Do you think that there is any way to give the AI an incentive to switch to democracy at least for the XX century?
 
I'm more concerned about no one switching to Totalitarianism. That Hitler leaderhead always ends up unused :(
 
That Dynasticism is still overvalued seems to be the main problem. Maybe my AI adjustment for the happiness cap was to cautious.

I will commit a new revision soon (after the current autoplay is complete), featuring the following changes:
- enabled trading company spread for the Vikings
- broader conditions for communism and fascism in the dynamic names so they can appear more often
- added Argentina*
- the least advanced third of all civilizations gets a further discount for already discovered techs
- removed the extra happiness from sheep and cotton from the Congolese Mbwadi
- Congolese Mbwadi now gives +10% gold with sheep, cotton and silk
- you now need Electricity to access Aluminum
- Wembley now requires Radio
- the number of settlers a civ receives on spawn now depends on the number of cities already present in their core

* Argentina has the following properties:
Spawn: 1810 AD
Capital: Buenos Aires
Leaders: San Martin, Peron
Unique Unit: Grenadier Cavalry (Cavalry with +25% against Rifleman)
Unique Building: Cold Storage Plant (Supermarket with +10% gold with cow, pig, sheep)
Unique Power: Justicialism (+1 happiness per 10% culture rate)
Unique Historical Victory:
- settle two great generals in your capital in 1900 AD
- have the highest commerce per capita in the world in 1930 AD
- have 25000 culture in Buenos Aires in 1960 AD
 
Did you solve the cant-raze-cities-thing? :)

Oh, and since there's been no other reports of it, I assume I was the only one seeing insane Indy tech speed at the latest SVN (well, latest before this one)? I really have no idea what caused it, and the only thing I change that could have any relevance is disabling the plague, which of course means a bit faster tech-pace, but that shouldn't explain Indies getting infantry before 1000AD. Strange.
 
Committing as I type.

Did you solve the cant-raze-cities-thing? :)

Oh, and since there's been no other reports of it, I assume I was the only one seeing insane Indy tech speed at the latest SVN (well, latest before this one)? I really have no idea what caused it, and the only thing I change that could have any relevance is disabling the plague, which of course means a bit faster tech-pace, but that shouldn't explain Indies getting infantry before 1000AD. Strange.
I think the source was the broken respawn tech mechanic, which I fixed. Let's see if the problem remains.
 
That Dynasticism is still overvalued seems to be the main problem. Maybe my AI adjustment for the happiness cap was to cautious.

I will commit a new revision soon (after the current autoplay is complete), featuring the following changes:
- enabled trading company spread for the Vikings
- broader conditions for communism and fascism in the dynamic names so they can appear more often
- added Argentina*
- the least advanced third of all civilizations gets a further discount for already discovered techs
- removed the extra happiness from sheep and cotton from the Congolese Mbwadi
- Congolese Mbwadi now gives +10% gold with sheep, cotton and silk
- you now need Electricity to access Aluminum
- Wembley now requires Radio
- the number of settlers a civ receives on spawn now depends on the number of cities already present in their core

* Argentina has the following properties:
Spawn: 1810 AD
Capital: Buenos Aires
Leaders: San Martin, Peron
Unique Unit: Grenadier Cavalry (Cavalry with +25% against Rifleman)
Unique Building: Cold Storage Plant (Supermarket with +10% gold with cow, pig, sheep)
Unique Power: Justicialism (+1 happiness per 10% culture rate)
Unique Historical Victory:
- settle two great generals in your capital in 1900 AD
- have the highest commerce per capita in the world in 1930 AD
- have 25000 culture in Buenos Aires in 1960 AD

This is awesome.

My to do list:
1) Play Argentina
2) Play Mexico
3) Play Brazil
4) Replay Congo
5) Need to play a Scandinavia game where I embrace the trading roots.
6) Work on Manual
 
For Brazil? Or another civilization?

The generic great scientist GP and the unique great scientist GP units themselves for the Iranians, Poles, and Congolese do not seem to have the enumerated ability to construct Academies.

I can't explain the interpol thing in this way though. In my experience, whenever I think I should be able to construct an interpol and I can't it's because the city I'm trying to build it in already has three other national wonders and I didn't realize it.

Edit - and a few hours after suggesting that there is no interpol problem I too was unable to build a military academy with a great general despite having the necessary technology. So there is an issue, though the aforementioned great scientists units themselves still don't have the listed ability to build academies.
 
Dude, your math is off for Argentina's UP, each slider gives me 11:)! Also I can only see the first UHV goal in the Victory Conditions Screen.

EDIT: The fix for slave plantations being buildable on forests and plantations without clearing has screwed up regular workers too, you have to clear the forests before building even if it's a camp.
 
Leoreth, what was the problem that you needed to fix by preventing slave plantations from being built on forest/jungle tiles?

I really don't understand why this needed to be changed.
 
Because it allowed the immediate removal even of jungle tiles which is quite the big deal imo.
 
But it allowed game-play, an area where the Human player could use planning and strategy to get one-up on the AI.

It allowed strategic use of slave labour, to be sent onboard with colonists so that the new colony can develop more quickly, which was cool.

Taking this aspect of game-play away, not so cool.
 
Slaves are intended to boost your commerce and production, not cut short your worker times.

A fun exploit is still an exploit.

Edit: a fix has been committed.
 
You are not being consistent in the application of this.

Slaves ordered to build a slave plantation on open terrain will still be bypassing the 7 worker turns that the non-slave improvement would have taken to construct.

If you are so worried about the saving of worker turns, there is a better way to adjust the mechanic in my view, than a total nerfing of slave plantations.

On all tiles (open terrain and non-open terrain), why not require slave workers to spend XX turns before implementing the sacrifice and creating the slave-plantation improvement?
 
Some issues are making Argentina unplayable in its current configuration:

The standard opening text (sun will rise, etc.) doesn't appear:
Spoiler :

The core area was briefly cleared of foreign culture ONE TURN TOO EARLY, meaning that when I was able to use my units, the start tile was again covered by foreign culture:
Spoiler :

When I opened the F8 menu I got this exception popup:
Spoiler :

And it appears that only one of the UHVs is registered properly:
Spoiler :
 
* Argentina has the following properties:
Spawn: 1810 AD
Capital: Buenos Aires
Leaders: San Martin, Peron
Unique Unit: Grenadier Cavalry (Cavalry with +25% against Rifleman)
Given that Riflemen have +25% vs Cavalry by default, this is underwhelming to say the least.

Unique Building: Cold Storage Plant (Supermarket with +10% gold with cow, pig, sheep)
Unique Power: Justicialism (+1 happiness per 10% culture rate)
Unique Historical Victory:
- settle two great generals in your capital in 1900 AD
Could this possible become settle two great Generals in your capital by 1900AD instead?
- have the highest commerce per capita in the world in 1930 AD
- have 25000 culture in Buenos Aires in 1960 AD
Could this also possibly become have 25000 culture in your capital, instead of forcing the location of Buenos Aires?
 
It has to be there imo because it's not Argentina if it's not Buenos Aires.. besides afaik Buenos Aires is a pretty good city to be a capital, unlike... the not-on-the-coast Berlin.
 
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