C2C Advanced Civics 2.0

@Koshling/AIAndy/DH:

Are "we" going to go through this again like the old civics, if we move them???
It is far too late in the cycle to move them. Do it at the beginning of next cycle then the AI has a full cycle to deal with the changes.
 
@CIVPlayer8, again:
The tag <iInflation/> breaks two of your Government Civics, Confederacy and People's Republic. You can just delete the line to fix it.

Cheers
 
The AI might not though, they keep switching too often I fear, thus slowing down in growth and research too often and too long.
How did you set up the AI Value, and did you do it in concert and coordination with someone working with the AI?
Yeah, I found the same issue in my games. I didn't set up any AI value. I thought about it, but discarded the idea.
@CIVPlayer8, again:
The tag <iInflation/> breaks two of your Government Civics, Confederacy and People's Republic. You can just delete the line to fix it.
Alright, will do.
 
@CIVPlayer8
For the Government group of civics, the city limit for the Republic (available at Democracy) seems low at 10. It's the same level as Despotism (available at Bronze Working), and 2 below Monarchy (available at Monarchy). Is this a typo?
 
Yeah, I found the same issue in my games. I didn't set up any AI value. I thought about it, but discarded the idea.

Alright, will do.

Good. Don't even think about setting AIWeight's. They really don't work well because all civics (prettyy much) are situational, and the AIWeights just screw with the AI's attempts to match civic choices to it's current situation.
 
Good. Don't even think about setting AIWeight's. They really don't work well because all civics (prettyy much) are situational, and the AIWeights just screw with the AI's attempts to match civic choices to it's current situation.
Good to know :) BTW everyone, I'm leaving for vacation and won't be back until next Sunday, without any computer.
@CIVPlayer8
For the Government group of civics, the city limit for the Republic (available at Democracy) seems low at 10. It's the same level as Despotism (available at Bronze Working), and 2 below Monarchy (available at Monarchy). Is this a typo?
I fixed this in the newest version. Oh yeah, New Version released, with a new civic, "Integrated Network Command". :D Take care guys. See you in a week.
 
@CIVPlayer8
For the Government group of civics, the city limit for the Republic (available at Democracy) seems low at 10.

I always wondered why the city limit is not scaled to map size. Seems logical that a huge map is allowed to build more cities than on a small map doesn't it?
 
I always wondered why the city limit is not scaled to map size. Seems logical that a huge map is allowed to build more cities than on a small map doesn't it?

Strongy agree. One impact is that on Gigantic maps you can pretty much expand in some direction until the late Ancient era, and the AI also has room to expand.
 
Strongy agree. One impact is that on Gigantic maps you can pretty much expand in some direction until the late Ancient era, and the AI also has room to expand.

It is scaled. Though not to map size directly. It's scaled to (map area/starting civ count)
 
It is scaled. Though not to map size directly. It's scaled to (map area/starting civ count)

Thanks for the answer, I never knew that, since I only play Gigantic maps.

1. What is the difference between "map area" and "map size" The actual land area?

2. More starting Civs = lower city limit,or the other way around?
 
I have almost recovered my hard disk but still can't play civ yet. Otherwise you would have had a whole heap of new terrain, terrain features and a couple of resources, and diplomacy with barbarians out in beta. I am not convinced that "they" gave me the right graphics card yet. I get that graphics error message about "DirectX, Graphics Drivers or Graphics settings" when I try and start BtS. Plus the screen is very laggy at times.
 
Thanks for the answer, I never knew that, since I only play Gigantic maps.

1. What is the difference between "map area" and "map size" The actual land area?

2. More starting Civs = lower city limit,or the other way around?

Area = number of tiles on map

More civs = lower limit

That's from memory - I'll confirm it tomorrow.

Edit - ok, I've checked the source now and I was rememebring wrong. The relevant code is:
Code:
		int iCityLimit;
#ifdef SCALE_CITY_LIMITS
		WorldSizeTypes eSize = GC.getMapINLINE().getWorldSize();

		//	Koshling - scale city limits by map size divided by default num civs
		if ( eSize != NO_WORLDSIZE )
		{
			int iNormalMapArea = GC.getWorldInfo(WORLDSIZE_STANDARD).getGridWidth()*GC.getWorldInfo(WORLDSIZE_STANDARD).getGridHeight();
			int iThisMapArea = GC.getWorldInfo(eSize).getGridWidth()*GC.getWorldInfo(eSize).getGridHeight();
			int iNormalMapDefaultCivs = GC.getWorldInfo(WORLDSIZE_STANDARD).getDefaultPlayers();
			int iThisMapDefaultCivs = GC.getWorldInfo(eSize).getDefaultPlayers();
			//	Round to the nearest
			iCityLimit = (m_iCityLimit == 0  ? 0 : std::max(1, (2*m_iCityLimit+1)*iThisMapArea*iNormalMapDefaultCivs/(2*iNormalMapArea*iThisMapDefaultCivs)));
		}
		else
#endif
		{
			iCityLimit = m_iCityLimit;
		}

		return iCityLimit;

but SCALE_CITY_LIMITS is NOT defined in current builds (at the time I think there was discussion and people decided they didn' want the limits to scale, so it was turned off). As a result the city limits are always the same. Partly the reason (as I recall) is that the civ density (number of starting civs / unit area) on the defined sizes is a bit erratic, so the scaling results on some map sizes seemed a bit odd because those map sizes have a slightly odd scaling of number of civs.
 
Back
Top Bottom