Current (SVN) development discussion thread

There's still a nerf for the Spiral Minaret incoming so savor it while it lasts :)
 
I think I have done everything I want to do with the Arabs and the Turks are either too luckbased (600AD) or too easy to win (1700AD) currently.
I don't really understand the Qizilbash-changes though. But without the Silk Route the Iranians aren't that interesting for me anyway...

So lets go back to my wishlist:
- Peru: thanks :)
- Japan: I think they could really use a third midsized city in their core since the Indonesian and Chinese cities are usually huge and multi-religious which is hard on your stability. And a cow is hardly a food resource^^
- Ethiopia&Egypt: as long as it isn't implemented I just wanted to keep it on your radar
- Orang Laut: you haven't committed to anything yet so again I wanted to keep this on your mind
- Mongol core: now that core-cities don't give an automatic huge core bonus it is probably a bit less important but I still feel that Mongolia should be very unstable if it overexpands since it usually gets lots of military stability anyway.
- techcost/pop: okay you're going a new way here that I've yet to try. However one of my main problems before was that it wasn't really linear but more of a step function where sometimes an increase in population didn't affect your cost at all and sometimes 1 more citizen added almost 10% to your research cost.
- techtrade: really? the only reason I remember for a civ not to trade techs with you at friendly is that they're currently building the associated wonder but right now they are holding back a lot more, even if several other civs have already discovered that tech.
- Indonesian UP: okay, if they're not supposed to use it, fine (since it is indeed currently not an option for them), but please give them some sort of a useful UP.
- "Super-Persia" if the Greeks falter and don't conquer them, Persia often becomes incredibly advanced and powerful due to the Silk Route (imho), so please at least keep that somewhere in the back of your mind in case more people confirm this
- Porcelain Tower: yeah, it seems to work somewhat but since the only way its bonus is applied is via custom houses I'd suggest changing the wording of its bonus so that that becomes clearer. Maybe "all domestic trade routes profit from custom houses" or so.
- Ottoman late game: if you nerf the Spiral Minarett that might already help, currently the human player can just avoid Liberalism (and the associated decrease in shrine income) in the 1700AD-scenario since you won't need secularism or republic
- Congos core: oh come on, their core is incredibly tiny and they usually lose their capitol to Portugal, which sometimes leaves them without any core cities at all. And civs like Brazil really depend on a surviving Congo to buy slaves (since Mali and Ethiopia are both dead in 1700AD) also it shouldn't matter in a normal UHV-game but might open up some tough domination options for the players interested in that.
 
There is infinite space in the back of my mind ;)

And no city in the Mongol core can actually become large so it really doesn't matter.
 
New commit:
- changed Polish settlement pattern
 
- techtrade: really? the only reason I remember for a civ not to trade techs with you at friendly is that they're currently building the associated wonder but right now they are holding back a lot more, even if several other civs have already discovered that tech.

I've noticed this too. AI is extremely reluctant to trade a tech regardless of what it's using it for. I tried to get constitution from Arabia, who was pleased with me. Even when offering Economics and another tech (Can't remember) and money, Arabia still wasn't willing to offer me constitution.
 
New commit:
- included merijn_v1's buttons for: Albion Legion, Madeireiro and Fazenda
- cities recently conquered by the human player cannot become part of a resurrection anymore
- cities of a collapsing civ can only be claimed by being the original owner if the city in question was lost recently
- cities of a collapsing civ can only be claimed because of being the war target if the city in question isn't closest to a city controlled by another enemy of the collapsing civ

The last three changes are supposed to deal with frustrating flips in a way that doesn't impede the flip mechanism from doing its job. The second change should take care of annoying reflips, especially because of an unstable neighbor (especially if that neighbor is the civ you've just conquered the cities from). The third change should prevent long collapsed colonial empires from making a return, but those which have collapsed only a while ago should come back still. The last one is to prevent annoying situations in where you and another AI are in a war against a common enemy which collapses, and all cities go to said AI. Now those closer to you should become independents instead, so you can still conquer them.
 
New commit:
- reduced Opera House costs
- changed Opera House effect from no unhappiness to +2 happiness and +1 happiness per 10% culture
- removed the base +1 happiness from 10% culture
 
New commit:
- reduced Opera House costs
- changed Opera House effect from no unhappiness to +2 happiness and +1 happiness per 10% culture
- removed the base +1 happiness from 10% culture

I don't think there is much of an incentive to build it anymore, and in particular, this might be a little overboard of a nerf.
Also, it directly negatively impacts the option of OCCing, although that was already hit by OCCing no longer guaranteeing no-collapse.
 
New commit:
- all National Wonders require 50% of your cities to have their required building
 
New commit:
- all National Wonders require 50% of your cities to have their required building

NOOOOOOO! Not all of the new commits being released just as I finished merging!

Most of these changes are in XML, right?
 
NOOOOOOO! Not all of the new commits being released just as I finished merging!

Most of these changes are in XML, right?
The last one is a DLL change, sorry.
 
New commit:
- fixed the Victory screen
- added a decaying stability penalty for razing cities (human only)
- added a decaying stability penalty for losing to barbarians
 
How long until the next commit?
 
He can't commit to an answer.

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