Well, I started this topic for more then one reason. Currently there are 3. I was checking the CvCity.cpp Trade Route stuff from Afforess SVN, and I stumbled in the first hint of what Advanced Economy means. And it appeared in this part of the code:
So it seems if you use Advanced Economy it helps trade routes between Civs with the same civics (but this still doesn't say which civics and how it is done). If anyone may give me a light on the Advanced Economy option I thank you. Anyways I'll keep crunching the code (I'm findind this quite interesting).
And that brings me back to two issues that have been haunting me since my first ideas to change LoR more then a year ago (when I still only played LoR).
First there is an issue with Player Order and Trade Routes. It seems players first in the player order have an advantage compared to players late in the player order. The specifics are hard to understand but what I could understand is that when there is a tie between a foreign city and a domestic city in which will give the best route yield to you, the player order will influence which to pick first. If you are player 0, your domestic cities are picked before foreign cities, while if you are the last, all foreign cities win ties. If you want to truly understand this take a look here: http://realmsbeyond.net/forums/showthread.php?tid=4353&pid=192412#pid192412
The only solution he proposed in this thread is here (http://realmsbeyond.net/forums/showthread.php?tid=4353&pid=192636#pid192636), but it doesn't seem final or tested. And that's all I got on the subject. This was posted to me when I questioned the issue from Trade Routes here on CFC. I hope the devs have the time to take a look on this and say what they think.
And now my final issue with this topic is the gamespeed. I already tried to find this everywhere but I couldn't. It's not now, years after what has happened that I'll find. But I'm pretty sure Embryodead (modder of Sword of Islam RFC) said once that the algorithm to choose Trade Routes is so bad, it's one of the major issues making bigger maps with a big number of civs go slow (If I'm not mistaken, he changed it for his Sengoku mod, and despite having several civs it runs pretty fast). Every turn it checks for every city all the best Trade Routes it can have. It seems something heavy, mostly with 50 civs with 10 cities on average. 500 cities with an increasing number of Trade Routes, as you get more Trade Routes as the game develops.
On this issue I would like to see the opinion of anyone who knows about this topic, because if this is true I would love to check a 'Random approach' just to see how gamespeed is affected on the Biggest and Fullest of games.
Code:
if (GC.getGameINLINE().isOption(GAMEOPTION_ADVANCED_ECONOMY))
{
CvPlayer &kOtherPlayer = GET_PLAYER(pOtherCity->getOwnerINLINE());
CvPlayer &kPlayer = GET_PLAYER(getOwnerINLINE());
for (int iI = 0; iI < GC.getNumCivicOptionInfos(); iI++)
{
if (kPlayer.getCivics((CivicOptionTypes)iI) == kOtherPlayer.getCivics((CivicOptionTypes)iI))
{
iModifier += GC.getCivicInfo(kPlayer.getCivics((CivicOptionTypes)iI)).getSharedCivicTradeRouteModifier();
}
}
}
So it seems if you use Advanced Economy it helps trade routes between Civs with the same civics (but this still doesn't say which civics and how it is done). If anyone may give me a light on the Advanced Economy option I thank you. Anyways I'll keep crunching the code (I'm findind this quite interesting).
And that brings me back to two issues that have been haunting me since my first ideas to change LoR more then a year ago (when I still only played LoR).
First there is an issue with Player Order and Trade Routes. It seems players first in the player order have an advantage compared to players late in the player order. The specifics are hard to understand but what I could understand is that when there is a tie between a foreign city and a domestic city in which will give the best route yield to you, the player order will influence which to pick first. If you are player 0, your domestic cities are picked before foreign cities, while if you are the last, all foreign cities win ties. If you want to truly understand this take a look here: http://realmsbeyond.net/forums/showthread.php?tid=4353&pid=192412#pid192412
The only solution he proposed in this thread is here (http://realmsbeyond.net/forums/showthread.php?tid=4353&pid=192636#pid192636), but it doesn't seem final or tested. And that's all I got on the subject. This was posted to me when I questioned the issue from Trade Routes here on CFC. I hope the devs have the time to take a look on this and say what they think.
And now my final issue with this topic is the gamespeed. I already tried to find this everywhere but I couldn't. It's not now, years after what has happened that I'll find. But I'm pretty sure Embryodead (modder of Sword of Islam RFC) said once that the algorithm to choose Trade Routes is so bad, it's one of the major issues making bigger maps with a big number of civs go slow (If I'm not mistaken, he changed it for his Sengoku mod, and despite having several civs it runs pretty fast). Every turn it checks for every city all the best Trade Routes it can have. It seems something heavy, mostly with 50 civs with 10 cities on average. 500 cities with an increasing number of Trade Routes, as you get more Trade Routes as the game develops.
On this issue I would like to see the opinion of anyone who knows about this topic, because if this is true I would love to check a 'Random approach' just to see how gamespeed is affected on the Biggest and Fullest of games.