merijn_v1
Black Belt
Off:
Why do you always say "inertia rule"? It's like the third time you said that recently where it sounds sooo strange to me
It's inertia, like in Newton's law, right? Does the word have another meaning which I'm unfamiliar with?
Is 'inertia rule' a common expression for something different, so this makes sense to native english speakers?
AFAIK, it's a common expression in the RFC mods. It basically means that things happen at a much slower pace than desired.
Example:
When a civ spawns, some cities flip. For some civs, it is not historical to flip all cities in the flipzone, because those cities were conquered later IRL. However, they are still in the flipzone, because if they weren't, the civ that is supposed to get it would get it too late, if it gets it at all.
But this time I used the expresion out of context.
Is that not what we are trying to avoid? I think we are risking the mod being deterministic because cities which became important due to historical events are put in place automatically, thus undermining the player's ability to influence said events.
Imo we should be allowing the player (and AI) maximum variation in the games they play, rather than saying "Well, Bordeaux and Naples were important in real life therefore they will be important in your game". After all, if not for strategic decisions taken in real life those cities would probably not have been particularly important, so why not let those decisions unfold in a different way?
You're right. I think I phrased it badly. The chance of appearing should be based on the importance of the city historically. IMO, we shouldn't take a look at the importance at the time of spawn, but over the whole length of the game. Napoli wasn't as important when it spawn compared to Benevento, but looking at the timespan of the game, it was more important. So therefor it should have a bigger chance of spawning IMO.

which will further increase after the alterative indy spawns are also implemented