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.@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.@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.
My recommendation was for this to move into core after v25 was released.![]()
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.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?
Alright, will do.@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.
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 to knowGood. 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.
I fixed this in the newest version. Oh yeah, New Version released, with a new civic, "Integrated Network Command".@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?
@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?
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)
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?
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;
congrats on getting your modmod in the core