That's what I meant. The "problem" that Mr Hobo claims to exist with IDWI don't know have you played SoI, but there the IDW is implemented quite well (nerfed from the original version).
does not exist if the implementation is done properly like in SoI. I am 100% certain that Leoreth is capable of implementing IDW properly.The problem with IDW is in situations like this:
2 longbowmen defend a city against 6 barbarian horse archers. The first 5 horse archers die attacking the city. Because the culture is 100% the type of the city's, there is no change. However, the last horse archer destroys one of the longbowmen. This results in a culture flip and the loss of workable tiles for the city. Killing the horse archer the next turn with the remaining longbowmen does not necessarily restore the culture, so the city will end up with unworkable tiles and foreign, barbarian culture that is difficult to get rid of.
Okay, new commit is up.
- collapses are back (= terminal crises)
- debug popups now only show up when you're in cheat mode
For terminal crises the type doesn't matter, it's a collapse every time (how should collapses be different after all?). Other crisis types will be different.
That's true, but then I would be afraid that the AI would waste it somewhere early on by stupid unit movements
Gamey as in stack moves away and comes back and the city is scared shitless again. Or if the implementation isn't city based, even one additional unit entering the vicinity and triggering the effect again.
Indonesia, among the first new civs in DoC, was added exactly 2 years ago
Time flies?![]()
I have never been able to beat my old Russian Domination scores since the new Polish UP.I think the Russia Poland influence border should be tinkered with first. I feel like the Russian core area needs to be reworked, as Poland can control half of Kiev's "core" tiles with their UP.
Dynamic Collapses...
You post this in this thread http://forums.civfanatics.com/showthread.php?t=495764
Spoiler :Economic collapse (economic stability): towns and villages degrade, settled specialists disappear, economic buildings are destroyed, additional (maybe temporary) inflation.
Territorial collapse (expansion stability): you lose all cities outside of your historical area, cities outside of your core have a chance to secede, you lose the larger portion of your army.
Domestic collapse (cities + civic stability): change of civics based on time period, long period of anarchy, loss of most of your army.
Military collapse (losing a war): I could actually see this triggering a complete collapse.
(1) 10% is indeed way too high. You'd have to grow 160% in 100 turns, but the issue is that in the first 50 turns you'd grow way faster than that, but after you'd grow much slower.Re: Economic stability:
(1) 10% growth per 10 turns is perhaps too high. This is exponential growth and no civ can measure up to this rate consistently. Suggest lowering it to 5%. Also, perhaps this needs to be adjusted for different game speeds.
(2) EconomicSystemStability of -5 per foreign influence is way too high. Since iEconomicGrowthStability is capped within 10, this means that 2 foreign contacts will completely overturn the effect of EconomicGrowthStability.
Suggest lowering EconomicSystemStability's effect to -2 per foreign influence, or even -1.
This is pretty much outdatedDynamic Collapses...
You post this in this thread http://forums.civfanatics.com/showthread.php?t=495764
Spoiler :Economic collapse (economic stability): towns and villages degrade, settled specialists disappear, economic buildings are destroyed, additional (maybe temporary) inflation.
Territorial collapse (expansion stability): you lose all cities outside of your historical area, cities outside of your core have a chance to secede, you lose the larger portion of your army.
Domestic collapse (cities + civic stability): change of civics based on time period, long period of anarchy, loss of most of your army.
Military collapse (losing a war): I could actually see this triggering a complete collapse.
Oh, I remember the day when I started doing research for Indonesia. I was hungoverIndonesia, among the first new civs in DoC, was added exactly 2 years ago
Time flies?![]()
There are four types including terminal: minor, moderate, severe, terminal.Sounds like there will be three types of crisis.
Minor crisis will cause small problems in those categories
Major crisis will cause big problems in those categories
Terminal crisis will cause complete collapseback to capital
So crises are dynamic based on type, but a terminal crisis (which I assume will follow several minor and major crises), will always be a collapse.
Terminal crisis = you done bad
It originally was 5%, but most civs ended up with rather high economic stability values so I made it harder. Different game speeds are accounted for in the number of turns between the compared commerce values.Re: Economic stability:
(1) 10% growth per 10 turns is perhaps too high. This is exponential growth and no civ can measure up to this rate consistently. Suggest lowering it to 5%. Also, perhaps this needs to be adjusted for different game speeds.
I don't know, the conditions are pretty specific and avoidable. I might make the rules different here for the player and the AI.(2) EconomicSystemStability of -5 per foreign influence is way too high. Since iEconomicGrowthStability is capped within 10, this means that 2 foreign contacts will completely overturn the effect of EconomicGrowthStability.
Suggest lowering EconomicSystemStability's effect to -2 per foreign influence, or even -1.
Could it be made to scale down with era?It originally was 5%, but most civs ended up with rather high economic stability values so I made it harder.
I suggest -3 (or -2) for Human and -1 for AI.I don't know, the conditions are pretty specific and avoidable. I might make the rules different here for the player and the AI.
There are four types including terminal: minor, moderate, severe, terminal.
And your capital won't be safe anymore. Screw up and it's game over (I could imagine a popup that allows you to continue as another civilization though).
And your capital won't be safe anymore. Screw up and it's game over (I could imagine a popup that allows you to continue as another civilization though).