JosEPh_II
TBS WarLord
No objections.
Judge still can place those buildings - that is player can place them trough Judge or build it in city and AI can simply build it - cost is same as Judge, so that wouldn't be too much difference, just that building ordinance would be same as building Judge and immediately using it for ordinance in same city.I know that the original vision for this was wrapped up in the idea that it's a legislative action and thus limited to the Judge to do it. One argument against this is that if you make it a constructable building, you're removing the whole point of the Judge unit.
Obviously, we're also determining that this is not necessarily a great thing for the AI as it is currently programmed so I suppose it hinges on me to design the AI so that it would work if we were to keep it this way.
I also wonder if perhaps these shouldn't be a series of yes/no civics within their own categories instead of buildings and at that point are judges as units necessary? I don't know if all the same effects can be included, though of course they could be since civics can create an autobuilding if need be. This might be the best way to address this from an AI perspective as the concept of strengths and weaknesses in policy is more built in to the civic AI. I think a lot of these were meant to be something you could determine locally so that would be the downside - civics are national policy choices.
Not sure what you're asking.How you would prevent "yes/no" civic categories from displaying outside of civic screen?
This is true. And it may open us up to considering more answers than simply yes/no as well. Not really seeing this as a downside.There are 11 ordinances, so in old way it would be 11 new categories.
That was the original plan that ordinances branched off from. Maybe just setup through civics with a new boolean on the category we could fairly easily design a different screen for them? I dunno. But since I long ago proposed such a screen, I've learned that the AI is the main issue and civic AI is actually pretty good.I guess there would be new screen for "policies" or "edicts", where you could have have things on/off.
Civic category icons are displayed in diplomacy window, where you trade things with AI, Foreign Advisor (along with civic category abbreviation) screen and probably in few other places.Not sure what you're asking.
It does assign value to all plots before it assign starting plot to all players. Those values are based on base plot yield and resources within the fat cross as well as the center plot being on a hill or having fresh water or having coast access.@Toffer90 : I'm trying your world map again and if I could make one request, it would be to grab another mapscript's coding to place starting settlers at the best city spots on the map. It's very clear and frustrating that this map makes no effort to optimize the starting spots for the initial tribes.
What makes it bad for them to be displayed there?Civic category icons are displayed in diplomacy window, where you trade things with AI, Foreign Advisor (along with civic category abbreviation) screen and probably in few other places.
There is simply not enough spaceWhat makes it bad for them to be displayed there?
Ah... so that's why. Starting a Deity game (I'm told it's pretty challenging) had something to do with why I got no rivers in sight, only a few resources and wretched production tiles. hmm... the thinking behind it is solid at least.It does assign value to all plots before it assign starting plot to all players.
The player on the highest difficulty does however get a plot with lower value than those on a lower difficulty.
There are also rules that make it so that many high value plots are disqualified because starting positions are supposed to be as spread across the available space as possible. A player with a difficulty higher than the AI will always get the worst starting plot among the X best plots that satisfies the distance factor. X is the number of starting players.
Would it not be better to figure out how to change that? Such as provide scrollbars where necessary, that sort of thing?There is simply not enough space
At least on 1280x1024 resolution.
This tag in handicap XML controls how bad the starting plot should be relative to what that tag is for all the other players:Ah... so that's why. Starting a Deity game (I'm told it's pretty challenging) had something to do with why I got no rivers in sight, only a few resources and wretched production tiles. hmm... the thinking behind it is solid at least.
I guess scrollbars here and there would work, but still having separate policies would look bit messy.Would it not be better to figure out how to change that? Such as provide scrollbars where necessary, that sort of thing?
The icons would be kinda fun to do but the main benefit here is that the AI would evaluate the pros and cons better than it would through buildings alone. Besides, civics are policies and ordinances are more about a policy than about a building.I guess scrollbars here and there would work, but still having separate policies would look bit messy.
Also you would need new icons for each of such civic in policy type categories.
Interesting. Didn't realize we even had a tag for that. Huh.This tag in handicap XML controls how bad the starting plot should be relative to what that tag is for all the other players:
<iStartingLocPercent>
Property reducing ordinances doesn't have any cons except for tiny gold cost now.The icons would be kinda fun to do but the main benefit here is that the AI would evaluate the pros and cons better than it would through buildings alone. Besides, civics are policies and ordinances are more about a policy than about a building.
Are judges cheaper to establish the ordinance with? More expensive? (I'm talking production here)You still can use judge to "build" those ordinances.
Something else I'm not sure is necessarily a good thing.Taxonomy myths and stories exist as buildable buildings too for example.
Ordinances have exactly same production cost as judges in XML.Are judges cheaper to establish the ordinance with? More expensive? (I'm talking production here)
Something else I'm not sure is necessarily a good thing.
Judges are also subject to all other ways that units are faster or slower in production. It's hard to say for sure but even without SM usually a unit is faster to train than a building is to construct with the same cost. Sorta depends on a number of factors, whether you've built things like pulleys and treadmills and those buildings that give production speed for unit training.Ordinances have exactly same production cost as judges in XML.
In game it depends if you have Size Matters, as with it all units are cheaper.
At this stage of game (Industrial - Information era when ordinances are unlocked) cost of judge (225Judges are also subject to all other ways that units are faster or slower in production. It's hard to say for sure but even without SM usually a unit is faster to train than a building is to construct with the same cost. Sorta depends on a number of factors, whether you've built things like pulleys and treadmills and those buildings that give production speed for unit training.