@rapiduser
Thanks! Hopefully not too many dls though. Still too much work to do!
@CaptainBeaver
> 11) Promotions : Legio can't get city assault? why not? ram and siege towers can get city assault even though they can't attack. Little bug here I think.
I thought city_raider would be a big promotion, but the legions did well enough without them.. Maybe walls need to go to 60%?
> Religion
How about each civ's religion is applied when a city is captured? The Romans had freedom of religion till Christianity, but people HAD to have the Roman religion. And as for temples, I don't think there should be a limit. This was polytheism at it's best, a temple for each god so long as you could afford to build it! So temples should be somewhat expensive, but as many as desired can be built. How does that sound?
As for everyone hating the other religions, that can be tuned. But there should be a conflict between mono, and polytheism types. This was the source of problems in Jerusalem. But was this so anywhere else?
There will be a revolt in Jerusalem for sure, but is that enough? Or do we need the People's Front of Judea, and the People's Popular Front of Judea too?
What have the Romans ever done for us?!?!
> Game is slow
Sure is. Something wrong in my python. Possibly related to enslaving firing 3 times (but only 1 log message
)
Just disable the python if you want by renaming the "/mods/rfre.r1/assets/phtyon" directory to anything other than "python". The python enables enslaving, historical events, and timer tech aquisition. But these aren't important in the early game.
> wonders
Those just need to go into the appropriate city of a missing civ.
> Peltastae Samniti
There are no HN units in civIV. So this will have to work differently. Barbs can be spawned so long as the city isn't Roman, but how to keep them from going after the city? Hopefully the 125% defense is enough to encourage easier targets, but when the AI is in attack mode, it attacks!
> Pyrrus
The battle typically goes well enough, but not always.
> Diplo
The only one to do anything with is Jugertha.
> Civics
Changes should be more subtle, the time period isn't very long.
Slavery followed by serfdom (with Constantine) are the 2 basic labor options. But slavery could be divided in 2, "plain old" slavery, and then latifundia. Latifundia while giving increased wealth, was considered bad for the country as a whole as the proper Romans were no longer "sturdy peasantry". I find it interesting that the Stratios is similar to the original legion in it was the farmers that both worked, and defended the land. They came full circle.
So how about:
slavery : +1 gold/mine, +1 unhappy, pop rush
latifundia : +3 gold/agriculture (farm, grove, orchard), +3 unhappy, pop rush, +15% gold
serfdom : +1 gold/farm, gold rush
Note: it's either gold, or population rush, no mixing is possible.
Will the player ever leave latifundia? One of the keys to the game needs to be that the national goods (ie Greek goods) are essential to keeping the population working, so care needs to be taken to limit happiness such that it drives the historical descision.
The barbs will be stuck with Tribalism for the whole game, and probobly migration as well.
@Drtad
This is basically the "phase 1" map. Let me explain the big issue here:
The full map has the fundemental issue of the civIV limit of 18 civs. It's a tiny mod to Warlords to get up to 32(?) civs. There are UI issues with so many civs though. I would like to recycle civ slots when possible. For example Epirus will be gone in the first 5 or so turns, but yet it's taking up 1 slot :/ 1 way.. is to just call them "Minor Civ" and have it represent Epirus, Cimbii, Pergamum, Nabetae, etc.. but there are issues here too.
I suppose the first step here is to figure out what the max # of civs will be by seeing which civs can share a slot (pretty sure slot sharing can be done in python). The whole list of civs is.. Rome, Carthage, Numida, Iberia, Gaul, Cisalpina Galia, Epirus, Magna Graecia (western Greek), Eastern Greek, Macedonia, Dacia, Illyria, Germanics, Britanics, Cimbri/Teutones/Ambroni (these 3 could be 1), Macedonia, Thracia, Pontus, Armenia, Selucoid, Persia, Nabatae, Aegyptus, Goths (is 1 Goth enough?), Hun, Bythia, Vandals, Piratae, Galatia, Aetolia, and maybe a few others. I've listed 30, so how to make that into just 18 considering who needs to be alive at what time?
Tribes repersented by Barbs: Roxolani, Iceni, Pictii, Franks, Normans
Examples:
Aetolia - no room on map!
Pirates - probobly just make them barbarian, but such that only Rome is likely to conquer thier city (high city defense)
ok, so now just 28:
Numidia -> Vandals (can we just call them Barbarians?)
Epirus -> Pergamum -> Armenia -> Goths
Cisalpina Galia -> Dacia
Iberia -> Persia/Sassandis
Magna Gracea -> Thracia -> Galatia -> Britanics
Carthage -> Bythia -> Nabatae
Eastern Greek -> Pontus
Settlers can't be built till the migration period of the game, so the plots would be left empty on the map. The new cities would by created wholey in python when the proceeding civ is destroyed. Just have 1 big, ordered list of the next civ to be created, or use specific replacements as listed above?
The advantage to all of this is the civs won't be conquered during some AI war. Another is that the game will play faster and take less memory (memory consumption is exponential with # of civs, as well as size of map, graphics loaded...). So it's not clear which approach works best overall.