crullerdonut
Warlord
- Joined
- Jun 29, 2020
- Messages
- 114
I just want to say that I appreciate both Long Try's playtesting and feedback, and f1rpo's thoughtful consideration and responses. 

For a quick (local) fix, you could try settingAn ugly hotfix is better than a broken beauty, I suppose![]()
screen.centerX(0)
needs to be replaced (with maybe sth. like 200, flat) in the setDimensions calls in CvForeignAdvisor.py and in CvExoticForeignAdvisor.py. Implementing even these simplistic changes somewhat properly, i.e. based on the available display width, could take a couple of hours. I was already going to give up on changing the horizontal position until I remembered, just now, that the "Exotic" script is involved too. The effort becomes more reasonable when implementing a bunch of related changes at once.self.W_SCREEN = 1366
screen.centerX(-171)
The domestic advisor and tech tree were already enlarged. (I also agree that all of them should be.) Font size can be changed in Resource\Civ4Theme_Common.thm (after the second "advc" comment in that file). I've made a lot of small tweaks here and there (shorter text or slightly wider widgets) to accommodate the current size, so, if they're increased further, depending on how much, some text will probably not quite fit or have awkward line breaks – though I'm sure that's better than having to squint all the time. And the city names on the main map can't be enlarged.BTW, can I change the font size manually in XML or something? Then I'll switch to bigger screen and post the values. For now, things are great already: not only F4 "glance" looks better, other F4 tabs also improve with the exception of the 1st tab (which doesn't affect gameplay in any way). Not only that, it seems F1 and F6 benefit from the tinkering too, haha
Worker production cost is only x2. Making everything non-military extra expensive would seem more consistent to me – though I'm not sure that it was a bright idea of Firaxis to make units cheaper in the first place. I guess making Settlers cheaper relative to population growth would favor faster expansion in the early game.Huh?... Well, my case was to argue only for the worker's improvement speed, but now I learned that its and settler's production is x2.5, too. Any rationale behind them being units and x2.5?
Only a portion of the culture gets converted, specifically 50% of the old owner's culture or 100% of the new owner's culture, whichever is smaller. To make the city more useful to the new owner. The government's decision having a pacifying effect seems plausible to me - though the rule arguably exaggerates this effect. BtS fwiw had been removing the old owner's culture entirely in the city tile and in the inner ring.Why trading a city can go so easily? If the German government decides to just give München to Austria, I don't think people there would just happily do the switch with smiles on their faces all day.
I generally don't play Marathon if I can help it, but, when I did, recently, I found myself conquering a big swath of territory at one point, more than my units could've pacified, and, militarily, I could've kept going. In part, I attribute that to the difficulty level having been Monarch, but Marathon favoring warfare as much as it does is a factor too. Specifically warfare with a (big) tech lead and only a modestly sized army. Well, I don't see what razing would've gained me. Most of the cities can't flip back to their owner, they don't cost maintenance while under occupation. They do add to maintenance costs elsewhere ("from number of cities") and to civic upkeep, so I suppose, during the trudge toward an already assured Domination victory, razing could make sense economically, – but, then, Domination will require the land to be owned.I wonder if it's only me or it applies to other players, but when dealing with the annoying cultural problems (partly listed up early in the post), the 1st tendency is to raze & resettle. If that fails, too, then they turn to a journey of total destruction.
OK, so this is mainly a concern about that last stretch of the game? I've decreased the Domination threshold in large games, so that it's basically the same mechanism as for population: 25% greater than the next biggest civ. So it's hard to see how (scorched-earth) Conquest could become the easier route.In other words, if you heavily nerf domination then people would just go conquest.
Wow, that's a lot of entries. Since I don't know which is which, I applied a global increase of +1 to everything. Doesn't break the game, but honestly I don't really recognize any change. Could you advise me the specific lines that affect the stuff that we see most on-screen? You know, scoreboard, unit info on the lower left, notice on top and under the tech bar every turn...Font size can be changed in Resource\Civ4Theme_Common.thm (after the second "advc" comment in that file).
These are the ones that I increased (quick screenshot from WinMerge):Wow, that's a lot of entries. Since I don't know which is which, I applied a global increase of +1 to everything. Doesn't break the game, but honestly I don't really recognize any change. Could you advise me the specific lines that affect the stuff that we see most on-screen? You know, scoreboard, unit info on the lower left, notice on top and under the tech bar every turn...
Cottage to Farm is totally different builds, so no progress carry-over, I guess. Things would be much clearer (and I hope easier) if the game just treat all "build something on a jungle/forest" improvement as a combination of separate actions, chopping and then build. So an order on the surface is simply a sequence of 2 works internally, which means the forest always get cleared after 3 turns. That would appeal to your reasoning of "making room for Cottage 1st", which I totally agree for realistic reasons.when switching from an incomplete Cottage on a Forest tile to a Farm, should any progress carry over? If more than 4 turns were spent on the Cottage, then apparently at least 1 turn was spent on removing the Forest. One could assume that the clearing always happens at the end of the build period, but wouldn't the worker have to make a bit of room for the Cottage first?
That's clearly a "uncontested border + 3" scheme. It's a bit incompatible with the fact that a tile's visibility is only +2 max. Moreover, the fact that the furthest aka weakest influenced tile still have 12% Zulu with only 2 expansions is absurd IMO. With 3 Russian cities exerting power there (1 of them capital!!), a reasonable amount should be hovering around 1%; 2% max. I think my call for cutting in half both the reach and the strength of culture is quite convincing with this example.Culture spread extends 5 tiles into Russian territory. The Coast tile straight south of the Zulu city is at 12% Zulu nationality.
We could also say incomplete Cottage into Chop. Would be rather unexpected to me to find that I can chop in 1 turn after working on the Cottage for 2 turns. Less unexpected after 6 turns spent on the Cottage.Cottage to Farm is totally different builds, so no progress carry-over, I guess.
Agreed. Of course they can't be entirely separate because the Forest must remain on the map. (Though I guess one could make a case for actually removing the Forest after 3 turns; then the combined build action would just be a UI convenience.) Well, I'll be leaving it as it is (all of it).Things would be much clearer (and I hope easier) if the game just treat all "build something on a jungle/forest" improvement as a combination of separate actions, chopping and then build.
A civ's religion can spread to fogged rival cities just fine. K-Mod had also added culture spread through trade routes; one of the first things I disabled because it was distracting without much gameplay value. But somewhat realistic and one wouldn't expect vision of the city to be a requirement for culture spread through trade.[...] It's a bit incompatible with the fact that a tile's visibility is only +2 max.
It is pretty strange ... And perhaps 10% culture in some of Moscow's workable tiles is not really a big help when conquering the city. Might not matter much for game balance. So maybe reducing the amount of culture spread per turn based on the air distance to the nearest Zulu tile would be a (simple) improvement. That would also mean that culture spread will pick up as soon as Moscow is actually conquered.Moreover, the fact that the furthest aka weakest influenced tile still have 12% Zulu with only 2 expansions is absurd IMO. With 3 Russian cities exerting power there (1 of them capital!!), a reasonable amount should be hovering around 1%; 2% max. [...]
That's exactly the case I want to make, thanks for putting it much clearerThough I guess one could make a case for actually removing the Forest after 3 turns; then the combined build action would just be a UI convenience.
Ahh, I think I understand the "air distance" stuff quite earlier now. Makes senseSo maybe reducing the amount of culture spread per turn based on the air distance to the nearest Zulu tile would be a (simple) improvement. That would also mean that culture spread will pick up as soon as Moscow is actually conquered.
Best solution I can think of that isn't "remove effects affecting all cities entirely" is to give all wonders affecting all cities a requirement of X buildings in your empire, like for national wonders. At least these requirements scale with map size and therefore make the wonder as a whole more expensive for large empires.Generally, any wonder that scales multiple cities is relatively better on a huge map, whereas single-city wonders, including academies, are usually worth less, relatively, in an empire comprised of many cities. Can anybody think of an elegant way to address this, maybe make wonder effects scale with map size?
I may have solved that problem at last. (Well, I don't think there's a memory leak involved. But the scoreboard strings should no longer get recalculated while the scoreboard is expanded.) I'll just attach my current state of the mod, let's call it version 1.08.1. Though I'm not sure if I should recommend it. Not really tested, not a lot of changes since v1.08 yet (though this also means less potential for newly introduced bugs). For a changelog, I can only refer to the Git history for now. Hopefully, I can address some of the other issues you mention in v1.09, sometime in the spring.[...] There are still memory leak issues with the flyout scoreboard, [...]
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