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Colonies?

kairob

Biohazard
Joined
May 26, 2005
Messages
3,085
Location
The North
I don't know about anybody else but when I play into the latter eras the AI tends not to colonise very well.

I was wondering if Rhye could help them out a bit in the next patch (if people agree with me that is ;)) or if anyone could tell me how I could help civs to expand.

The civs that Struggle are Spain, Neatherland, Portugal, Britain and Russia.

Now if Spain could get to the Americas first to get the Conqerors event then that might help them out a lot.

The Neatherlands tend to collonise very well but I was wondering if the was anyway to focus their efforts on indonesia.

For the others I was wondering if the was any way to give them either cheaper settlers, or some free settlers in boats (I looked in the python and I think they get some already) or even just give them cities in the right places?

For Britain is the any way to flip the whole of India to them in a set year? To represent the East India Trading Company getting hold of it?


Finally is the any way to make Arabia really want to control North Africa because at the moment most of their starting forces always go into persia and north through the Middle East into Asia Minor.

Now finally I do just want to say that I absolutly love this mod (in fact if it wasn't for this mod I wouldn't even play this game and I really do not intend to offend anybody. :)
 
I think that how much colonization takes place depends on how the civ is doing at home. If they keep getting bogged down in wars, they will build military instead of settlers, so they won't be able to make an empire.

The idea of India flipping to England doesn't really appeal to me, because this is a mod about alternate history, i.e, what would have happened if another civ had taken over/vassalized India, or if had stayed independent.

A few games back, I had the most realistic game of RFC I've ever seen. England controlled Canada, South Africa and Australia, Portugal colonized Brazil, the native city in Angola, and Madagascar, the dutch (and Arabs!) were colonizing Indonesia and Spain had got the conquerors events, and had heavily colonized the rest of South America and the Caribbean.
 
I find most civs colonize fairly well, so long as they aren't too busy fighting European wars. Russia, though I have never seen try to colonize North America, but I rarely see them control Siberia or have a pacific port, so......
Britain I haven't seen conquer India, but having it just flip would be too much and ahistorical (it was conquered through years of bloody warfare). I suppose there are just too many places easier to get.


Arabs need to be more aggressive. Period.
 
I am trying a few games where I am giving Arabia and Mongolia more troops but only one settler to see the effects, they are more agressive and mongolia genorally either controls china or dies, which is what I wanted, but Arabia just expands in the wrong darn Direction.

Also India flipping wasn't really something I wanted in the main game (would be very unbalanced) but just something that if it was easy enough someone could explain how I could put it in my game, the same goes with free cities.
 
I don't know about anybody else but when I play into the latter eras the AI tends not to colonise very well.

Give them extra colonists!

Now if Spain could get to the Americas first to get the Conqerors event then that might help them out a lot.

Spain usually does do that thing... At least when I've forbidden the Vikings to build Caravels. ;)
 
and how do I forbid them to the vikings?

Well, if you feel that Scandinavian Mexico and Peru happens too often, you can prevent this from happening in the crudest way possible - disabling Caravels to Vikings in the XML.

Open the mods\Rhye's and fall of Civilization\assets\XML\Civilizations\CIV4CivilizationInfos.xml file and replace the lines

Code:
<Units>
  <Unit>
     <UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
     <UnitType>UNIT_VIKING_BESERKER</UnitType>
  </Unit>
</Units>

with

Code:
<Units>
  <Unit>
     <UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
     <UnitType>UNIT_VIKING_BESERKER</UnitType>
  </Unit>
  <Unit>
     <UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
     <UnitType>NONE</UnitType>
  </Unit>
</Units>

It is not a very elegant way, but here it is...

By "Colonists" I mean some free settlers that European powers get in colonial times. The code for them is located in the RiseAndFall.py. Since I don't know, will Rhye approve me posting bits of his Python code on public forum (and I dislike explaining technicalities like that anyway :p ) you'll have to try to find the line which deals with the amount of colonists yourself...
 
Thanks man :)I'll try this out.

If anyone else has any solutions to my other problems I would be very happy if ya were to share like the genorouse lone wolf did :)


EDIT:

I am no good at coding and I am not sure which numbers to change. Is this right?

Spoiler :
#Colonists
if (iGameTurn >= (con.i1350AD + 5 + self.getColonistsAlreadyGiven(iSpain)*6)) and (iGameTurn <= con.i1918AD):
self.giveColonists(iSpain, tBroaderAreasTL[iSpain], tBroaderAreasBR[iSpain])

changes to:

#Colonists
if (iGameTurn >= (con.i1350AD + 5 + self.getColonistsAlreadyGiven(iSpain)*8)) and (iGameTurn <= con.i1918AD):
self.giveColonists(iSpain, tBroaderAreasTL[iSpain], tBroaderAreasBR[iSpain])
 
To everyone constantly trying to make this MOD a literal perfect representation of history... loosen up a bit! This mod is meant to be open enough for what ifs to form, and to generate a different outcome each game. That's what was supposed to make this mod fun. I love seeing the slightly random colonization tactics displayed by the AI; sometimes they do good, other times they fail miserably, other times they play it by history, other times they play it by chance.

Heck I knew someone who would go into worldbuilder every few turns just to make sure the world was going EXACTLY like it did in real history. I don't know how he even enjoyed this mod like that.
 
Each to their own, I always say. It's interesting to try out different things and see how they work out. On this subject, has anyone managed to figure out what causes civs (particularly Portugal) to fail to colonise anywhere at all, in some games, even when they have the free settlers and boats?
 
I am no good at coding and I am not sure which numbers to change. Is this right?

No, I think they deal with time.... I think these numbers will produce the needed result:



Spoiler :
def giveColonists( self, iCiv, tBroaderAreaTL, tBroaderAreaBR):
pCiv = gc.getPlayer(iCiv)
teamCiv = gc.getTeam(pCiv.getTeam())
if (teamCiv.isHasTech(con.iAstronomy)) and (self.getColonistsAlreadyGiven(iCiv) <= 6) and (pCiv.isAlive()) and (pCiv.isHuman() == False):
cityList = []
#collect all the coastal cities belonging to iCiv in the area
for x in range(tBroaderAreaTL[0], tBroaderAreaBR[0]+1):
for y in range(tBroaderAreaTL[1], tBroaderAreaBR[1]+1):
pCurrent = gc.getMap().plot( x, y )
if ( pCurrent.isCity()):
city = pCurrent.getPlotCity()
if (city.getOwner() == iCiv):
if (city.isCoastalOld()):
cityList.append(city)
if (len(cityList)):
result = cityList[0]
## for loopCity in cityList:
## if (loopCity.getX() < result.getX() and \
## loopCity.getX() >= tNormalAreasTL[iCiv][0] and \
## loopCity.getX() <= tNormalAreasBR[iCiv][0] and \
## loopCity.getY() >= tNormalAreasTL[iCiv][1] and \
## loopCity.getY() <= tNormalAreasBR[iCiv][1]):
## result = loopCity
rndNum = gc.getGame().getSorenRandNum(len(cityList), 'random city')
result = cityList[rndNum]
if (result):
tPlot = (result.getX(), result.getY())
utils.makeUnit(con.iSettler, iCiv, tPlot, 1)
if (rndNum % 2 == 0):
utils.makeUnit(con.iPikeman, iCiv, tPlot, 1)
else:
utils.makeUnit(con.iWorker, iCiv, tPlot, 1)
if (teamCiv.isHasTech(con.iGunpowder)):
utils.makeUnit(con.iMusketman, iCiv, tPlot, 1)

etc.



 
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