C2C SVN Changelog

How many cities do you have? Don't forget we have soft city limits now too, and going over cap on cities will add 'unhappiness from civics'

I haven't integrated the soft cap dll yet. I'm just trying to understand how the modifier to Civ-wide happiness works with Civics. I had thought that the bonus to nation-wide happiness, from a Civic, was a set number, whether positive for :) or negative for :mad: but only the positive values match up in the XML file.

Edit: Actually, it looks like Hydro's Anarchism shows the right number, but Chiefdom, Despotism, and Monarchy differ.
 
I haven't integrated the soft cap dll yet. I'm just trying to understand how the modifier to Civ-wide happiness works with Civics. I had thought that the bonus to nation-wide happiness, from a Civic, was a set number, whether positive for :) or negative for :mad: but only the positive values match up in the XML file.

Your original assumption matches my reading of the code for it. What does the hover text say over the unhappy icon?
 
Your original assumption matches my reading of the code for it. What does the hover text say over the unhappy icon?

I figured it out. Someone changed the values between v15 and v16. I had started to work on this with v15 so I had those values in my Spreadsheet, but I was comparing them with the Civic XML file from the v16. The numbers match up now, so all is well. :)
 
Update

Added a new Civic.

Agriculture Civic
- No Agriculture
- Slash and Burn
- Agricultural Guilds
- Privatized Agriculture
- Corporate Agriculture
- Subsidized Agriculture
- State-Run Agriculture
- Green Agriculture

I'll try to get this added to the Spreadsheet as soon as I can.

Also... I know I'm just a small time contributor to the mod, but would it be possible to not add any additional Civics for awhile? :please: I was sort of hoping to sort through the ones we have and re-evaluate them, both from a mechanics and conceptual stand-point. There has been some good feedback in the Civics thread and I think people will have more to say once we get down to brass tacks.
 
@EldrinFal

This was actually in response to people saying the prehistoric cities grow too fast. By slowing city growth way down in the beginning should help balance things. However I might have done overkill so it might need to be reduced after people give me feedback.

The other civic i would like to add sometime is "Housing" it would deal with similar issues. See this link for more details.
 
@EldrinFal

This was actually in response to people saying the prehistoric cities grow too fast. By slowing city growth way down in the beginning should help balance things. However I might have done overkill so it might need to be reduced after people give me feedback.

The other civic i would like to add sometime is "Housing" it would deal with similar issues. See this link for more details.

Yeah, I saw Aforess' breakdown via a link you had sent out before. It's very organized, clear, and well-done. I had that link saved to use as one reference for C2C's Civics, though I don't think we have to replicate it EXACTLY, it IS a good model. I like how he breaks the groups down and each Civic in the group belongs in that group.
 
Just updated the C2C post map generator to add in two desert plant features - cactus and prickly pear. depending on the map script they should appear about 1 plot in 10-20.

Minor modification to span animals. It is still not right but it is better. I think I have all the predators right, now I need to work on the others.
 
Update

Added a new Civic.

Agriculture Civic
- No Agriculture
- Slash and Burn
- Agricultural Guilds
- Privatized Agriculture
- Corporate Agriculture
- Subsidized Agriculture
- State-Run Agriculture
- Green Agriculture

i like that you want to add so many ne civc but i disagree in 2 points
the second option is a bit off with the rest. slash and burn is not a far type but a technique to start farming in places filled with trees
the third option is a bit off too for this catecory and a bit unrealistic.also there are already corporation about farm
I would make this changes
- No Agriculture
- Subsistence agriculture(Subsistence agriculture is self-sufficiency farming in which the farmers focus on growing enough food to feed their families
- huge Estates
- Privatized Agriculture
- Corporate Agriculture
- Subsidized Agriculture
- State-Run Agriculture
- Green Agriculture
 
i like that you want to add so many ne civc but i disagree in 2 points
the second option is a bit off with the rest. slash and burn is not a far type but a technique to start farming in places filled with trees
the third option is a bit off too for this catecory and a bit unrealistic.also there are already corporation about farm
I would make this changes
- No Agriculture
- Subsistence agriculture(Subsistence agriculture is self-sufficiency farming in which the farmers focus on growing enough food to feed their families
- huge Estates
- Privatized Agriculture
- Corporate Agriculture
- Subsidized Agriculture
- State-Run Agriculture
- Green Agriculture

These were taken from Afforess' Re-Written Civcs so I do not claim to have thought these up, only took the time to pu them into the game. The only tweaks I did were the growth costs for no agriculture, slash and burn and green agriculture plus moved the tech requirement for Privatized Agriculture to be the same as Privatized (medicine).

I could see replacing Slash and Burn with Subsistence Agriculture. However the stats may need to be adjusted since Subsistence Agriculture may or may not be as harmful to the environment as slash and burn is since Subsistence agriculture can use slash and burn techniques.

As for estates I think that's more or less the same as an agricultural guild. The teach is basically covering medieval agriculture.
 
These were taken from Afforess' Re-Written Civcs so I do not claim to have thought these up, only took the time to pu them into the game. The only tweaks I did were the growth costs for no agriculture, slash and burn and green agriculture plus moved the tech requirement for Privatized Agriculture to be the same as Privatized (medicine).

I could see replacing Slash and Burn with Subsistence Agriculture. However the stats may need to be adjusted since Subsistence Agriculture may or may not be as harmful to the environment as slash and burn is since Subsistence agriculture can use slash and burn techniques.

As for estates I think that's more or less the same as an agricultural guild. The teach is basically covering medieval agriculture.

Recent studies suggest that slash and burn is/was not harmful to the environment, In fact it improved the soil so when the people moved on the regrowth forest/jungle was "better".
 
Update
- Removed "Slash and Burn" Civic.
- Added "Subsistence Agriculture" Civic.
- Tweaked All Housing.

Recent studies suggest that slash and burn is/was not harmful to the environment, In fact it improved the soil so when the people moved on the regrowth forest/jungle was "better".

Doesn't really matter now since "Slash and Burn" was removed.
 
Just updated to svn 503 and this funny error keeps appearing at the beginning of my turns.
 

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Hi

I have this error on every turn

PythonDbg.log
Code:
 15:01:34 TRACE: Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x1B0D6760>>
15:01:34 TRACE: unidentifiable C++ exception

PythonErr.log
Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "BarbarianCiv", line 187, in onEndPlayerTurn
  File "BarbarianCiv", line 1330, in checkMinorCivs
  File "BarbarianCiv", line 1845, in settleMinorCiv
RuntimeError: unidentifiable C++ exception

Also sometimes I have strange message "has declared war on you".
 

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Hi

I have this error on every turn

PythonDbg.log
Code:
 15:01:34 TRACE: Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x1B0D6760>>
15:01:34 TRACE: unidentifiable C++ exception

PythonErr.log
Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "BarbarianCiv", line 187, in onEndPlayerTurn
  File "BarbarianCiv", line 1330, in checkMinorCivs
  File "BarbarianCiv", line 1845, in settleMinorCiv
RuntimeError: unidentifiable C++ exception

Also sometimes I have strange message "has declared war on you".

Is this with the latest SVN, and if so when you updated to it did you do so by deleting what you had before and then exoporting to an empty folder, or did you export on top of a previous version's files?
 
Is this with the latest SVN, and if so when you updated to it did you do so by deleting what you had before and then exoporting to an empty folder, or did you export on top of a previous version's files?

Latest SVN 504 and exported to the empty folder.
 
Latest SVN - TECH_ARMORED_CAVALRY requires (as one of its AND pre-reqs) TECH_INVENTION. TECH_INVENTION is not defined.

Foun the cause of this - its was when SO aded the pre-req of elephant riding for armored cavalry (seems odd, but whatever), he also added TECH_INVENTION which should be TECH_ALCHEMY. Not sure if that's intended to be required for armored cavalry however, so I haven't changed anything, One of the following needs to eb done:

1) Remove the AND pre req for TECH_INVENTION on TECH_ARMORED_CAVALRY; or
2) Change it from TECH_INVENTION to TECH_ALCHEMY
 
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