Alternative Map during 1.18

No, the end date is not hardcoded.
 
Just a thought: maybe the Zoo should have base +1:) in addition to its ressource bonuses. Presumably even zoos without camels, beavers, elephants or whales still entertain people. Alternatively it might have some :science:-related effect.
 
Just a thought: maybe the Zoo should have base +1:) in addition to its ressource bonuses. Presumably even zoos without camels, beavers, elephants or whales still entertain people. Alternatively it might have some :science:-related effect.
I mean if you want to get technical petting zoos count and the majority of them use domesticated animals.
 
What's with Inner Manchuria apart from Liaoning, where the situation is of course different, being orange for China, especially if a separate Manchu/Jurchen civ isn't in the works yet? I know any kind of nationalist agenda here is disgusting and certain areas being orange makes total sense given the massive state crimes inflicted and being threatened on these places and their peoples, but just consider the demographics of the area even under the late mid Qing. The Fengtian Clique which held power there after the fall of the Qing Empire/Beiyang regime also wasn't exactly known for being predominantly regionalist or separatist.
The region did not declare independence from the Chinese state itself or had the same drive towards self-determination as others past-Qing. Even though it generally had a peripheral status which changed with its industrialisation. And let's just say that it is as a whole not subject to the same kind of ethnic-national oppression as others nowadays, although certain indigenous populations the Manchus less so, have certainly been subjected to that.
Of course the area shouldn't be settled too early by any Chinese AI, on the other hand. Then again, this was already a bit of an arguable issue all the way back in the original incarnation of RFC.
 
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Yeah but here's your point. You are talking about post Qing now. The map has to cover the entire course of Chinese history and for most of that time Manchuria was outside of China's control, and expanding into that territory should provide a stability challenge. Each stability map is also the default/starting stability map for their civilization, so if any changes to the stability map become necessary (which is not to say that this is definitely going to happen for China) it has not been settled on yet.
 
Sorry for not sharing a lot of what is going on for 1.18 development. I did not have a lot of time to work on the mod and what time I had was focused on fixing issues for 1.17.

The state of 1.18 has been very chaotic in the state that I left it for, and I felt there was little point in sharing anything while the situation was so unrepresentative. But in the last couple of days I have been able to address the most glaring issues and things are finally looking like they are on a positive track.

My current point of reference is the game state at 1AD, and I have not dared to let it progress further than that a lot. So as a compensation for the long silence here are some screenshots:

Spoiler :
Civ4ScreenShot0468.JPG
Civ4ScreenShot0469.JPG
Civ4ScreenShot0470.JPG


Please be aware that this is still a very rough state. I have done no balancing at all, so for example everyone starts with the same stuff as in the base game. No historical scripting has been adjusted either. Also note that the game timeline has been changed significantly (specifically adding more turns to the early game), and I have done no balancing of e.g. tech costs to account for it.

In the current state specifically China and Egypt are a lot stronger because they can support larger populations and economies now. Greece also, if not destroyed by Rome, can easily become tech leader and run away from everyone. All of this will be balanced in due time, but more fundamental changes need to happen before there is any point to that. Still, I am fairly happy to see a mostly sensible game state emerge during autoplay now.

Again, please don't bother to pick up on small issues that you need to alert me to. Like I said, it's a very rough state and if there is any issue that you can see in these screenshots I am 100% already aware of it.
 
Considering China and Egpyt do you think their new strength makes sense- considering their role in the global pre-modern economy, or will you try to nerf these regions in some way?
 
I do think their strength makes sense but some balance might still be needed. For example for Egypt I might have to adjust the research modifier and maybe the growth modifier for China.
 
So the problem for Egypt is that its advancing too fast and China's cities are growing too large?
 
Maybe the solution for China is 2 Chinas like in Realism Invictus. Practically halving China's economy until much later.
 
Why does this keep coming up. This is a historical mod.
 
Why does this keep coming up. This is a historical mod.
Historically China did see extended periods of disunification though. The period from 220 to 589 is quite undisputable. And The period from 907 to 1276 can also be viewed as an extended period of multiple Chinas, since Jin, Liao and Song all claimed to be China. I think the current illustration of China is nevertheless excellent and am not trying to disrespect you or your work.
 
Maybe the solution for China is 2 Chinas like in Realism Invictus. Practically halving China's economy until much later.
please delete this ... people got in big trouble about this five years ago.
 
Historically China did see extended periods of disunification though. The period from 220 to 589 is quite undisputable. And The period from 907 to 1276 can also be viewed as an extended period of multiple Chinas, since Jin, Liao and Song all claimed to be China. I think the current illustration of China is nevertheless excellent and am not trying to disrespect you or your work.
oh no... you have no idea what you are doing? Please... please run for the hills now.....
grabs holy water and popcorn
 
Why does this keep coming up. This is a historical mod.
but I have a question in a different vein. If China is growing too much do you think the solution is to nerf the modifiers, or to make the land less productive especially in the south (until like 1100) or 1000 even that might simulate the delayed growth there, even though that is a bit heavy handed
 
Out of curiosity, was China's collapse in the screenshot caused by barbarian conquests or by over-extension?

but I have a question in a different vein. If China is growing too much do you think the solution is to nerf the modifiers, or to make the land less productive especially in the south (until like 1100) or 1000 even that might simulate the delayed growth there, even though that is a bit heavy handed

There are already delayed resource spawns in southern China (as seen here). Looking at the screenshots China also seems less resource dense in general compared to the old map, so if it still grows too strongly modifiers are kind of a necessary evil. Though if it's specifically population growth that's the problem its UP could be reconsidered.
 
Out of curiosity, was China's collapse in the screenshot caused by barbarian conquests or by over-extension?



There are already delayed resource spawns in southern China (as seen here). Looking at the screenshots China also seems less resource dense in general compared to the old map, so if it still grows too strongly modifiers are kind of a necessary evil. Though if it's specifically population growth that's the problem its UP could be reconsidered.
Maybe we can have a "dynasty" style UP for China? The UP changes either every era or when a tech or two are researched.
 
Regardin
Sorry for not sharing a lot of what is going on for 1.18 development. I did not have a lot of time to work on the mod and what time I had was focused on fixing issues for 1.17.

The state of 1.18 has been very chaotic in the state that I left it for, and I felt there was little point in sharing anything while the situation was so unrepresentative. But in the last couple of days I have been able to address the most glaring issues and things are finally looking like they are on a positive track.

My current point of reference is the game state at 1AD, and I have not dared to let it progress further than that a lot. So as a compensation for the long silence here are some screenshots:



Please be aware that this is still a very rough state. I have done no balancing at all, so for example everyone starts with the same stuff as in the base game. No historical scripting has been adjusted either. Also note that the game timeline has been changed significantly (specifically adding more turns to the early game), and I have done no balancing of e.g. tech costs to account for it.

In the current state specifically China and Egypt are a lot stronger because they can support larger populations and economies now. Greece also, if not destroyed by Rome, can easily become tech leader and run away from everyone. All of this will be balanced in due time, but more fundamental changes need to happen before there is any point to that. Still, I am fairly happy to see a mostly sensible game state emerge during autoplay now.

Again, please don't bother to pick up on small issues that you need to alert me to. Like I said, it's a very rough state and if there is any issue that you can see in these screenshots I am 100% already aware of
For the problem that some civilization’s tech develop too fast, I have a suggestion. We can adjust the points required for technology beyond the current era. For example, researching medieval technology in the classical era requires higher points, and researching technology in the renaissance era requires far more points. The penalty for this technology beyound the era can grow exponentially.
 
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