Il Principe
Prince
As we have discovered if a civ has no cities and no units that can build cities at the end of a turn then all its units are removed from the game and it is a dead civ.
Yeah that is problematic then

As we have discovered if a civ has no cities and no units that can build cities at the end of a turn then all its units are removed from the game and it is a dead civ.
As we have discovered if a civ has no cities and no units that can build cities at the end of a turn then all its units are removed from the game and it is a dead civ.
As we have discovered if a civ has no cities and no units that can build cities at the end of a turn then all its units are removed from the game and it is a dead civ.
@SO
Do you have require complete kills option on? If yes then some units of that civ should exists but you are not aware of it.
iirc Revolution reuses dead nations before using new ones.
So we may be able to get Nomadic Start to work if we have no units that can build cities if we insist on Complete Kills being on. Interesting.
@Hydro, how about we move "The Judge" to someplace where he can be finally utilized, then when you work out the details, you can move him back if you want, but right now he is jus taking up space, with nothing for him to do until ALOT of techs later. thx . . . SO
@Hydro, how about we move "The Judge" to someplace where he can be finally utilized, then when you work out the details, you can move him back if you want, but right now he is jus taking up space, with nothing for him to do until ALOT of techs later. thx . . . SO
:/ I am open to ideas for early game ordinances/laws/royal decrees.
First I want to do on units is
Add penalty in city attack to archers and chariots
Add penalty on hunters and explorers vs combatants
I will start tommorow.
Also, not sure if you'll want that city attack penalty for chariots to go on the Wheeled (which later doesn't make as much sense) or Mounted but I'm kinda thinking neither one would be appropriate. Why would chariots have a hard time fighting in city streets? You'd think they'd be BETTER at it actually... It's nicely groomed roadways they're fighting on which is exactly their best territory for battle.
Stop.
I've added that penalty on explorers (hunters ARE explorers btw... you meant scouts, the other half of the explorer combat class realm - so simply adding a -50% penalty vs Combatants to explorers affects both hunters and scouts equally) as a proof of concept to my combat class modifiers changes that will be included in my next update. Additionally, after today's merge you will be able to add that first modifier via the combat classes alone by applying the modifier on their combat class objects.
Also, not sure if you'll want that city attack penalty for chariots to go on the Wheeled (which later doesn't make as much sense) or Mounted but I'm kinda thinking neither one would be appropriate. Why would chariots have a hard time fighting in city streets? You'd think they'd be BETTER at it actually... It's nicely groomed roadways they're fighting on which is exactly their best territory for battle.
All due respect but you can't be serious here? Have you ever seen the outlines of ancient cities? Hardly 2 streets that were able to let teams of horses through + the forum (but this was full of booths); even these passes were easily able to be barricaded, just jack-knife one cart and hundreds of chariots or other horsemen, unable to turn, are jammed up and easy prey for the troops on the roofs. City fighting with horses was just not possible before the french invented broad boulevards for dragoons and even then barricades were still quite effective.
Would you be willing to at least plan out those changes for the specific road type buildings then? Would make it much easier to thereafter implement the xml.Cudos! You found the perfect and elegant solution!![]()
A little superfluous and very programming difficult I think. Easier to simply have the bonus against melee and then counter it with the above noted penalties from cities and terrain/feature penalties. It would make them even weaker in cities and specific terrains against non-melee yes but it doesn't require making special complex tags for such a specific case.Chariots has big bonus against meele but it should work only on open fields not in cities and forests.
True. There are a FEW modifiers I just included to show that the structure works and implement some suggested adjustments on a combat class wide scale. BUT it won't be used much more than a few things here and there until the CC plans have been completed and applied to all units. Then we should also take a look at the units we have and modifiers we've applied to them on the unit level and see if there's anything we can move over to combat class to make things easier on the system and on future unit designs. That's a bit of a project in and of itself that I'll be looking for someone (perhaps you?) to plot out for us.Your entire cc modifiers sounds great but first of all we need tweak all units to place it in apropirate ccs and make guidelines for adding new units.