Current (SVN) development discussion thread

I think it's safe to say that many people have been waiting and dreaming about these two changes for a very long time since vanilla RFC.

Keep it up, Leoreth.
You just have to remind me often enough :)

I'm presuming that the change only affects Human players.
It's entirely likely that the AI will not be affected by this change to ensure certain civs get their headstart per normal.
It is entirely reasonable to assume that ... for the next revision. Good point.
 
New commit:
- Temple of Solomon only appears in independent Jerusalem in 1200 BC
- cities are not flipped anymore if they are in the owner's core
- adjusted cores of Babylonia, Greece, Moors, America

Wait, does that mean Arabia and Turkey don't flip the Levant and Anatolia when you play as Byzantium?

Need to try that out!
 
Wait, does that mean Arabia and Turkey don't flip the Levant and Anatolia when you play as Byzantium?

Need to try that out!

No, because the core changes boundaries when other civs spawn to reflect their historical extent. Byzantium's core, I believe shifts to the West of Turkey, with Anatolia becoming a contested zone or historical. Only the core of Neapolis, Athens, and Constantinople remain intact.
 
No, because the core changes boundaries when other civs spawn to reflect their historical extent. Byzantium's core, I believe shifts to the West of Turkey, with Anatolia becoming a contested zone or historical. Only the core of Neapolis, Athens, and Constantinople remain intact.

Incorrect. Byzantium's core only shifts if it falls to 4 cities or fewer, in which case only Constantinople itself is core.

EDIT: That said, though, the Levant and eastern Turkey will still flip, as it is no longer part of Byzanitum's initial core - it now only covers the Balkans, Constantinople, and the western half of Turkey.
 
Okay, in light of the situations just mentioned, it's probably best to change the rule to "civilizations can keep their own core during a flip unless it is also the core of a spawning civilization", regardless of AI. Cores never completely overlap (except in the case of mutually exclusive civs), so that should be fine without screwing over civs that spawn almost entirely inside of someone's core.
 
New commit:
- Temple of Solomon only appears in independent Jerusalem in 1200 BC
- cities are not flipped anymore if they are in the owner's core
- adjusted cores of Babylonia, Greece, Moors, America

Ouch, I liked Jerusalem with 2 settled GP around turn 65-70. That make it actually a good city.
 
Error! Game hanged and crashed in turn 145, on autoplay turns in my 3000 BC French game under latest SVN.

Edit: didn't occur in second try.
 
New commit:
- increased tech costs for slower game speeds
 
Which is why the mechanic should reward a solid, historical game. Some ideas:

1. Periphery penalties scale by era as well, to where they are equivalent to as they are now in the modern era. This helps to resemble the old expansion civics - you are able to do more outside of going straight down the historical path as the game progresses. Call the current penalty for not being in historical or contested area 2 :mischief:. Proportional to this, the penalty scales approximately:
Ancient - 12
Classical - 8
Medieval - 6
Renaissance - 4
Industrial - 3
Modern/Future - 2
Which translates to: don't try to pull anything interesting until you are somewhat established. The classical penalty is not much of a problem for Rome or Greece since their UHV areas are historical territory. Lower penalties in the later eras

2. Make steel a renaissance tech. This does not relate directly to the problem, but it is on line with Steam Power, which is one.

3. Worse and more certain results from bad stability. In the past, I had talked about some sort of critical turn limit to how long one could go with bad stability and not collapse. Here is another that goes along with (1) and might also discourage beelining: each era transition (and/or certain technologies) has a stability number associated with it that one must be above in order not to collapse to core. As well as discouraging early foreign area expansion, it also simulates better those empires that have their distinct eras, and then become irrelevant without directly penalizing specific civilizations.

4. Nerf coast tiles. If one looks at youtien's Straight English or if he were to post his core from the above Spanish game, one sees that he is getting a lot of his population from 2 food coastal tiles. Either subtract the number of worked coastal tiles from population when doing the modifiers or do something to harbors, like make it such that only fishing and whaling boats provide additional food, not every single tile.

Absolutely disagree with point #4, a coast tile is vastly inferior to a grassland tile as with a town that is 2:food:4:commerce: minimum, it can be as high as 2:food:1:hammers:7:commerce:, you can alternatively have a farm which adds a bit of food or a workshop for a bit of production.
 
New commit:
- increased tech costs for slower game speeds

There's something wrong with Indians, their tech cost is too high, priesthood needs around 292. I used to research iron working before turn 75, now it is impossible.
 
New commit:
- fixed gold from specialists display in the financial advisor
 
New commit:
- revised protection from flip rules: the core of a spawning civilization always flips
 
Flip zones and cores are different for a while now. Yesterday I changed the rule that if civ A spawns, cities in the core of civ B won't flip.

This revision modified the rule so that cities in the core of civ B won't flip unless they are also in the core of civ A.
 
New commit:
- economic growth and happiness stability increase/decrease slower when they are already in the high positives/negatives
 
So, if a civ spawns, it flips all the cities in its flip zone, except for cities in another civ's core, except for cities in this civ's core?
 
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