Current (SVN) development discussion thread

I don't know. In SoI, IDW either didn't matter or had implausible outcomes in my games.
 
Currently playing around with the stability mechanics. Collapses should be back soon, individual crisis effects will follow later.
 
Okay, new commit is up.
- collapses are back (= terminal crises)
- debug popups now only show up when you're in cheat mode
 
I don't know have you played SoI, but there the IDW is implemented quite well (nerfed from the original version).
That's what I meant. The "problem" that Mr Hobo claims to exist with IDW

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.
does not exist if the implementation is done properly like in SoI. I am 100% certain that Leoreth is capable of implementing IDW properly.
 
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.
 
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.
 
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.

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.
 
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.

Well I doubt they'd waste it that much. Plus, wouldn't the Attack City Lemming Unit AI fix that for the most part?

It's not really gamey as a player doing that would be disadvantaging himself.

Indonesia, among the first new civs in DoC, was added exactly 2 years ago :p
Time flies? :goodjob:

Wow. Mind blown.
 
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.
I have never been able to beat my old Russian Domination scores since the new Polish UP.

The Poles really are a PITA for Russia now. Like they should be. :p

Now, if only we could somehow represent the Swedish Empire and the Karolins as legitimate threats to Russia too...

Perhaps free Rifling bonus and Riflemen upgrades for Sweden in 1600?
 
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.

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 collapse back 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
 
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.
 
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.
(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.
(2) -1 would be better because some like Portugal are forced to be connected to a dozen and a half or more.
 
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.
This is pretty much outdated :)

Indonesia, among the first new civs in DoC, was added exactly 2 years ago :p
Time flies? :goodjob:
Oh, I remember the day when I started doing research for Indonesia. I was hungover :D

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 collapse back 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
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).

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.
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.

(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.
I don't know, the conditions are pretty specific and avoidable. I might make the rules different here for the player and the AI.
 
It originally was 5%, but most civs ended up with rather high economic stability values so I made it harder.
Could it be made to scale down with era?

Ancient Era: 10%
Classical Era: 9%
Medieval Era: 8%
Renaissance Era: 7%
Industrial Era: 6%
Modern Era: 5%

I don't know, the conditions are pretty specific and avoidable. I might make the rules different here for the player and the AI.
I suggest -3 (or -2) for Human and -1 for AI.

Otherwise there is no choice there. You might as well disable Foreign Trade Routes altogether for those civics.
 
What is the Tibetan diplo music? It is lovely!
 
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).

In that case, terminal crisis = you done really really bad :p
 
Oh Yeah
ry7p.jpg


Any Chance to me..
 
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).

Oh great, so OCC isn't a completely-ignore-all-key-aspects-of-RFC-mode anymore :lol:
 
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