Current (SVN) development discussion thread

Leoreth, are you likely to change the CIV4LeaderHeadInfo file between the current SVN? I'm planning on making a mod that changes a few diplomacy musics and wondering if working on it right now would make it a lot of work to later make it work for 1.11 because of an updated file.
 
I plan to change the music for some of the new leaders myself, so I'd need to make some changes there.
 
Okay, is it likely that changes will be made to the leaderinfos of the leaders already in 1.10? Or will you most likely just change things about new leaders?
 
Just the new ones.
 
No, I'm not.

AIs don't raze cities except by autoraze. Autorazes are prevented by developed cities.

Both more defenders and a more developed city would completely solve the problem, either individually would only partially solve it.

What define the autoraze? What define the "developed cities" ?
I'd like to know please :)

imo the definition should be based on era (and certain type of basic building) if it hasn't already because "developed cities" of Roman era definition must be different from current era definition.

Also, on the other note..
Since Gran Colombia is a respawn of Maya and is not included in Civ list, does it mean that Gran Colombia spawn is dynamic?
 
I think the AI takes the size and general yield output of cities into account, as well as the settle value of that particular tile.
 
beside that?

By 'autoraze', I think he means cities of size 1, that aren't holy cities, are automatically razed when captured IIRC.

So if you want to stop it being razed you need more defenders, to stop the barbs razing it, and also make it larger to ensure it isn't automatically razed if an AI civ captures it.
 
Barbarians can also raze cities that are not autorazed.
 
Barbarians can also raze cities that are not autorazed.

That's why more defenders are also needed. I think blizzrd's point was that an AI civ will never raze a city unless it is pop 1 and not holy.

So if we want a city to survive, it must have sufficient defenders to avoid being captured and potentially razed by barbs, and also must be at least size 2 to ensure that it is not autorazed if captured by another civ.
 
Probably already mentioned, but playing as Byzantium I noticed Mongols spawning inside Egypt (and then ignoring Cairo for my longheld Alexandria, which they failed to take), and not in Syria (where they were historically defeated by the Mamluks, effectively stopping their conquest there).

Confirmed. I saw the Mongols spawn near Byzantine-held Abu Simbel, their only Egyptian city.
 
So AI will not city with population 2 in the middle of Sahara, only have build a granary, under stravation, and in Industrial era? I think it needs reform.

AI should be able to decide whether they want to keep a city or raze it, instead focusing on the "1 pop and no holy" condition. Since it's very hard to code AI, then I think re-define autoraze is much more viable.

Also, on the other note..
Since Gran Colombia is a respawn of Maya and is not included in Civ list, does it mean that Gran Colombia spawn is dynamic?
 
People are confusing a number of things right now. Autoraze is not an AI aspect, but a game rule. All cities with 1 population and without their first cultural expansion are automatically razed, for the human and the AI.

If autoraze is not in effect, the AI (not just barbarians) decides whether it should raze the city. This is based on the value of the city depending on a number of factors, and the willingness of the AI to raze cities in general (barbarians have a very high value here).
 
Just downloaded the latest SVN. When are the new Civs getting in?
 
How do I make them spawn? And how do I know if I've actually downloaded the latest one? When I click on RFC: DoC in my folder it doesn't give me the options 'SVN update' and 'SVN commit' like my other mods do.
 
How did you get the folder? With Tortoise?
 
How did you get the folder? With Tortoise?

Uh... yes. I think. I don't fully understand what you're asking. I moved it to the desktop, clicked SVN checkout, and then moved it back to Mods.
 
Yeah, that should have worked. Doesn't the folder have the green SVN symbols? Or any of its content files?
 
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