Civilizations Reborn

I made a PR with improved help text for the Zimbabwean UHV.

I also noticed that many of your new UHV have exact dates. In general UHV have rounded dates. Initially the Boers UHV also had exact years, but I rounded it off when someone notified me about this.
 
I made a PR with improved help text for the Zimbabwean UHV.

I also noticed that many of your new UHV have exact dates. In general UHV have rounded dates. Initially the Boers UHV also had exact years, but I rounded it off when someone notified me about this.
Pulled

Good to know, I noticed it before but liked how it aided players in researching what events the UHV end dates represent. Most UHVs are currently rather balanced and the dates being exact doesn't seem to harm gameplay, so I think I'll be keeping most of the dates as is, at least for the foreseeable future.
 
Tiwanaku's capital tile name should either be changed to Tiyawanaku or its city name list should be, as they currently found effectively a second Tiwanaku with the name of Tiyawanaku (which is in their name list I assume).
 
For Zimbabwe - Well I'll give it a go via esponage , and just try to kill either Swahili/Congo. Thing is that For Mali you still have to cross the jungle with your spies after every mission of espionage , for which time might still not be enough.
 
For Zimbabwe - Well I'll give it a go via esponage , and just try to kill either Swahili/Congo. Thing is that For Mali you still have to cross the jungle with your spies after every mission of espionage , for which time might still not be enough.
Maybe send some high movement units through territory you have OBs with, declare war near the deadline, and go on a pillaging spree?
 
It seems to be intended that it only works while you are running chiefdom (according to the code). So it is probably intended. But this should be reflected in the UP text.

I also found this. It is meant to apply the UP when the Celts switch to chiefdom. However, there is nothing to revert the UP when switching out of chiefdom. It should update the yield when the Celts change their government civic.
Code:
    if (getID() == CELTIA && eCivic == (CivicTypes)GC.getInfoTypeForString("CIVIC_CHIEFDOM"))
    {
        updateYield();
    }
 
Anyone have any luck cracking the Hopewell victory? Because the Hopewell have a very low city maintenance modifier, as well as very prosperous river tiles, my strategy so far has been to chop down all of the forests, spamming out settlers, and teching as quickly as possible to Writing, where I can utilize the :culture: slider to expand my borders to cover those Great Lakes tiles. However, in my latest attempt, I was still some turns off of Writing by the time the first deadline rolled around, much less able to run the :culture: slider for any amount of time. I think in my next attempt, I will focus on building Midewigaans (pagan temples) in my border cities fairly early, and perhaps even put a city or two up north in order to cover those Great Lake tiles. I don't want to put cities outside my historical zone, as my stability was hurting as it was, but I didn't see much else of an option? I did notice that my core shifts to cover most of the Mississippi river once I build the palace in Cahokia, so maybe that can partially save my expansion stability.
Spoiler Hopewell Attempt :
20200626162623_1.jpg
 
Cahokia should be 2 tiles north to be on the accurate location. Because it is required to be settled for the UHV, I think it is especially important that is is on the accurate tile.
 
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Chan Chan is allowed to be in two locations - in one game, when Chimu spawned, the Wari found another Chan Chan 2S 1E of the Chimu one.
Also, the Yuezhi seem to start with far less armies than the Xiongnu. I'm not sure how intentional that is (they are supposed to be weaker and forced to migrate West, after all), but if the Xiongnu start at war with you and focus all their troops on you... yeah it's not good being the Yuezhi at all, there is absolutely no way you can match them.
 
Cahokia should be 2 tiles north to be on the accurate location. Because it is required to be settled for the UHV, I think it is especially important that is is on the accurate tile.
There's a few different spots for Cahokia to be placed when settled: On that corn tile, and the two tiles to the south of it. I just tested it in worldbuilder, and it recognizes building the palace in my Cahokia location as appropriate.
 
Just a note on development: I have decided to not make any new updates to DCR for the time being, I am not done with the mod but rather would prefer not to encourage people to play it over DoC for the time being. As you all almost certainly know, Leoreth has recently implemented a massive refactoring of the mod's codebase, and with it many bugs are sure to follow. As DCR is based on DoC, the stability of the latter is a massive influence on the stability of the former. As such, I've decided not to merge it for the time being to concentrate all bug reports based on the new code base to DoC. Not only that but I've decided to further incentivize people to play- and by extent test- DoC, I will not fix any bugs or incongruities for the time being.
 
There's a few different spots for Cahokia to be placed when settled: On that corn tile, and the two tiles to the south of it. I just tested it in worldbuilder, and it recognizes building the palace in my Cahokia location as appropriate.

Those tiles may be recognized for the UHV, the IRL location of Cahokia is on the corn. So for accuracy only that tile should count for the UHV. But if for gameplay reasons it is chosen to (inaccurately) call the tiles south of the corn Cahokia as well I'm fine with that.
 
Those tiles may be recognized for the UHV, the IRL location of Cahokia is on the corn. So for accuracy only that tile should count for the UHV. But if for gameplay reasons it is chosen to (inaccurately) call the tiles south of the corn Cahokia as well I'm fine with that.
That's due to a combination of the splotchy nature of the Mississippi and Inuit's City Name Manager, the fact that I was relying on a map with rather vague boundaries between tribes, and the fact that capitals tend not to be located on resources in DoC. So partially gameplay reasons and partially "It's hard to find maps with specific boundaries for a long dead civilization whose ancestors live a nomadic lifestyle" reasons
 
Just a note on development: I have decided to not make any new updates to DCR for the time being, I am not done with the mod but rather would prefer not to encourage people to play it over DoC for the time being. As you all almost certainly know, Leoreth has recently implemented a massive refactoring of the mod's codebase, and with it many bugs are sure to follow. As DCR is based on DoC, the stability of the latter is a massive influence on the stability of the former. As such, I've decided not to merge it for the time being to concentrate all bug reports based on the new code base to DoC. Not only that but I've decided to further incentivize people to play- and by extent test- DoC, I will not fix any bugs or incongruities for the time being.
Sounds good! However, I got one last bug to report: the Serpent Mound does not seem to be working correctly, at least not with the Effigy Mound.
 
Anyone have any luck cracking the Hopewell victory? Because the Hopewell have a very low city maintenance modifier, as well as very prosperous river tiles, my strategy so far has been to chop down all of the forests, spamming out settlers, and teching as quickly as possible to Writing, where I can utilize the :culture: slider to expand my borders to cover those Great Lakes tiles. However, in my latest attempt, I was still some turns off of Writing by the time the first deadline rolled around, much less able to run the :culture: slider for any amount of time. I think in my next attempt, I will focus on building Midewigaans (pagan temples) in my border cities fairly early, and perhaps even put a city or two up north in order to cover those Great Lake tiles. I don't want to put cities outside my historical zone, as my stability was hurting as it was, but I didn't see much else of an option? I did notice that my core shifts to cover most of the Mississippi river once I build the palace in Cahokia, so maybe that can partially save my expansion stability.
Spoiler Hopewell Attempt :

Hi! It's a tough one but I managed to crack this one after many tries. My strategy:
- You have two workers. They will not built any improvements, but will continuously chop forest in order to pump out settlers.
- Settlers: you will need seven of these. You could technically cover all territory with way less, however, you do not have the time to expand all borders in time, especially the tundra in the north and the marsh in the Missippi delta. You need in this order: Erie, a city in your western core on the lake front (Potawami?), Cahokia, Oneida, a city near the spring of the missippi, two cities on the tundra in the northren lakes and one city on the mouth of the missippi.
- You can have 3-5 turns of 100% culture if you bee-line writing. Since you produce a lot of cities quickly and the UP gives you many three commerces tiles even without improvements, this should be attainable. If you really focus on commerce and growth in each city you might be able to squeeze out quite some extra turns of culture. I have not yet optimized this strategy. Start with the tech that give you access to culture buildings that you need to get for writing anyway.
- You three main cities (capital, Potwami and Cahokia will be settled first and pump out settlers, since they do not need much additional culture. When you have enough settlers they can build culture buildings. Every other city builds culture buildings.

This should just about allow you to get this. Still, you will probably have to try this a couple times to experiment and optimize to get it consistently. Some issues: using this strategy, sometimes I lacked on or two turns, but you always get pretty close. The biggest question to me is, when/if you should chop extra workers; a short term delay in exchange for a long term gain. Extra workers means you chop out culture buildings for those cities that have to cover a lot of terrain

The second UHV is pretty easy (@1SDAN: in my experience, you do not need to build the Serpent Mound for UHV 2). Also, the Mound did not give a bonus to me.

UHV 3 is pretty easy. After getting UHV 1, UHV 2 and UHV 3 are basically freebies. (@Hickmann, whilst managing your stability; building a palace in cahokia moves your core to exclude capital and include Cahokia. Edit: I see you noticed this :). I would not build it until after you get goal 1.)

All in all, this one was a lot of fun. UHV 1 is hard but doable. UHV 2 and 3 are on the easy side, but that sort of balances it out I guess. One thing that would spice up the gameplay after getting the first UHV would be another Civ in the pre-Colombian US of A. I do not know a lot about this period, but diplomacy with Iroquios/Huron in the north or a civ in the west could be an awesome addition. The UU serves a good function to deal with dog soldiers and the UP and UB synergise with the UHV and the general immersion. I would definitively recommend this civ to anyone looking for a challenge.

Edit: Taking another look at your map, Hickmann, I see that you have indeed taking settlers chop route. Still, I'd say you really have to settle outside your historical map. I'm curious why you did not get enough commerce. I played on regent/normal, which apparantly are the 'default' settings. If you played this on monarch, I would understand why you could not get it.
 
Hi! It's a tough one but I managed to crack this one after many tries. My strategy:
- You have two workers. They will not built any improvements, but will continuously chop forest in order to pump out settlers.
- Settlers: you will need seven of these. You could technically cover all territory with way less, however, you do not have the time to expand all borders in time, especially the tundra in the north and the marsh in the Missippi delta. You need in this order: Erie, a city in your western core on the lake front (Potawami?), Cahokia, Oneida, a city near the spring of the missippi, two cities on the tundra in the northren lakes and one city on the mouth of the missippi.
- You can have 3-5 turns of 100% culture if you bee-line writing. Since you produce a lot of cities quickly and the UP gives you many three commerces tiles even without improvements, this should be attainable. If you really focus on commerce and growth in each city you might be able to squeeze out quite some extra turns of culture. I have not yet optimized this strategy. Start with the tech that give you access to culture buildings that you need to get for writing anyway.
- You three main cities (capital, Potwami and Cahokia will be settled first and pump out settlers, since they do not need much additional culture. When you have enough settlers they can build culture buildings. Every other city builds culture buildings.

This should just about allow you to get this. Still, you will probably have to try this a couple times to experiment and optimize to get it consistently. Some issues: using this strategy, sometimes I lacked on or two turns, but you always get pretty close. The biggest question to me is, when/if you should chop extra workers; a short term delay in exchange for a long term gain. Extra workers means you chop out culture buildings for those cities that have to cover a lot of terrain

The second UHV is pretty easy (@1SDAN: in my experience, you do not need to build the Serpent Mound for UHV 2). Also, the Mound did not give a bonus to me.

UHV 3 is pretty easy. After getting UHV 1, UHV 2 and UHV 3 are basically freebies. (@Hickmann, whilst managing your stability; building a palace in cahokia moves your core to exclude capital and include Cahokia. Edit: I see you noticed this :). I would not build it until after you get goal 1.)

All in all, this one was a lot of fun. UHV 1 is hard but doable. UHV 2 and 3 are on the easy side, but that sort of balances it out I guess. One thing that would spice up the gameplay after getting the first UHV would be another Civ in the pre-Colombian US of A. I do not know a lot about this period, but diplomacy with Iroquios/Huron in the north or a civ in the west could be an awesome addition. The UU serves a good function to deal with dog soldiers and the UP and UB synergise with the UHV and the general immersion. I would definitively recommend this civ to anyone looking for a challenge.

Edit: Taking another look at your map, Hickmann, I see that you have indeed taking settlers chop route. Still, I'd say you really have to settle outside your historical map. I'm curious why you did not get enough commerce. I played on regent/normal, which apparantly are the 'default' settings. If you played this on monarch, I would understand why you could not get it.
I think I wasn't able to get enough :commerce: to get to Writing fast enough, partly because I play on Monarch, and partly because my cities didn't grow to work all the river tiles around them, as they were mostly pumping out settlers and workers.

I was able to get the victory eventually, but it was fairly tight, and if I wasn't on Marathon it would've probably taken me several more attempts.

I did it by chopping and putting out settlers ASAP, and settling 3 cities to the north in order to cover the northern end of the Great Lakes. In these cities, I immediately chopped out the pagan temple, to start pumping out :culture:. My stability eventually got pretty bad, so I had to stop researching and wait to finish building the palace in Cahokia, in order to shift my core over to the Mississippi. I also think it's fairly important to construct the new palace ASAP, as the cities around the Mississippi river have multiple corn resources they can work, allowing your core to grow big quickly.

After the first phase is complete, like you said, its easy sailing from there. You just need to make sure you have enough Falcon Dancers in the right place to respond to enemy Dog Soldiers and Jaguars who spawn in the west. That, and rush Currency and a market, in order to run more merchants. The Serpent Mound ability seems slightly bugged, so I used worldbuilder to give myself a merchant in the two cities that I wanted to run merchants in, and then ran a "citizen" in those cities, trying to make it as fair as I could. ISDAN, I might be wrong, but it appears that the Serpent Mound doesn't give its bonus to Effigy Mounds that were already constructed before the wonder's completion, as other cities ended up having the merchant slot.
Spoiler Hopewell Victory :
20200628144323_1.jpg
20200628144444_1.jpg
 
A completely random sidenote, but I absolutely love those Cottage graphics.
And, I wonder, how does this work when the Europeans start colonising? Do they all get conquerors against the pre-existing civilisations (independent or not)?
 
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