(8-36) 4UC Russia

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I am against any Soviet references to Russian civ, Elizabeth is Russian empress and so civ must be built on legacy of Russian Imperial past. USSR cut any relations to Russia, itve never taken a status of its successor and its founders were not even Russian. USSR is Antirussian and should not be taken into consideration in the civ's design.
 
It would be a different thing if we were talking about something that was uniquely Russian while still inside the Soviet Union. Like if the UB depicted something that was happening IN Russia, with Russian people exclusively, it would be a different matter.
 
How about espionage? There arent many of those kinds of bonuses and soviet espionage was also very impactful
That kinda feels too modern since Russia is still notorious for spy shenanigans. Especially because depicting spying inherently needs a careful touch since the practice includes a lot of dark stuff.
 
Overall grade: C-
Russia’s components are really, really strong and really straightforward. What you see is what you get. No frills, no new strategies, just brute strength and base yields.

Licorne
Theme - B.
One of Russia’s unique contributions to military sciences was in field artillery. The licorne was one of the earliest examples of a field gun, exceptionally mobile and innovative.
Mechanics - B. High RCS, can move after attack, and no movement penalty in foreign lands. Without adding any actual movement bonuses, the Licorne is significantly easier to use and more dangerous than a standard field gun. The licorne makes Russia exceptionally dangerous as a mid-game neighbour.
Uniqueness – B. It gets a bump for being a siege unit, but besides that it is a raw RCS and mobility bonus with no conditions. Between the higher RCS and the large bonus vs infantry, the Licorne punches holes through opponents in a way that makes it similar to my criticism of the Longbowman: Your opinion on uniqueness will depend on how unique you think raw power with no drawbacks is.

Pogost
Theme - C.
Pogosts represent rural Russian administration. There is not much to say about them except they are an institution that has survived centuries. Thematically they aren’t flashy, but it works.
Mechanics - C. Growing yields on tech increase and a bonus to villages. Neither bonus adds much pizzazz; it’s an earlier version of the same bonus the Stock Exchange gives. However, multiple tech enhancements to a building is something I had to implement via lua because the existing table that is supposed to handle this function is only capable of adding 1 tech boost. This component can be seen as a feature request to make this table more functional.
Uniqueness - F. There is already another customs House, the Hanse, and the comparison between that and the Pogost is unflattering. The Pogost is a flat yields machine that gives no new incentives other than slightly altering your tech priorities.
 
What do you think about adding an effect to Pogost that would diminish cultural and science penalty for constructing the city?
 
Is it possible to give an effect on only those border expenses where the city has already run out of tiles to grab? That sounds like unique design space for late-game Russia.
 
It requires a modification of existing DLL tables to make >1 tech boost on a single building possible.

ie it requires a little dll.
 
Implementation details: change Building_TechEnhancedYieldChanges table to also take a TechType
Would be possible, but we'd have to remove the column EnhancedYieldTech in the Buildings table then, which would make all existing modsmods that use it incompatible.
 
We can make it backward compatible with an sql trigger?
Every mod* that is compatible with VP loads after it
Likely not, because patching over a problem with tape like that accumulates over time.
 
Since we aren’t really in the business of breaking vanilla tables I think a parallel table that does the same thing but in a way that makes sense and allows for the tech(s) to be defined in the same table as the yields is the best option.
 
We literally can't remove columns in SQLite.

This should be something done in CvBuildingClasses.cpp, tying both the column and the table into the same variable. Use the column when the table value is null.

This DLL trick should be used for things like combining Specialists.CulturePerTurn with the SpecialistYields table too, when we have time to do the yield rework.
 
Timestamp post to arrange all the threads in a neat order.
 
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