Current (SVN) development discussion thread

I didn't know what to do so i corrected some italian names that were wrong:
Memphi - Menfi
Cartago - Cartagine
Samarkand - Samarcanda
Hannovera - Hannover (as in german)
Spoiler :
# Italy
{ 'Per-Wadjet' : 'Buto',
'Abdju' : 'Abydos',
'Niwt-Rst' : 'Tebe',
'Diospolis Megale' : 'Tebe',
'Diospolis Magna' : 'Tebe',
'Ineb Hedj' : 'Menfi',
'Memphis' : 'Menfi',
[...]
'Qart-Hadasht' : 'Cartagine',
'Karkhedon' : 'Cartagine',
'Carthago' : 'Cartagine',
[...]
'Samarkand' : 'Samarcanda',
'Samarqand' : 'Samarcanda',
'Samarkant' : 'Samarcanda',
'Samarcande' : 'Samarcanda',
'Afrasiyab' : 'Samarcanda',
'Marakanda' : 'Samarcanda',
[...]
'Hannover' : 'Hannover',
'Hanovre' : 'Hannover',



 

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Has anyone played the Rhye's and Fall of Asia mod here ? They have a couple of cool changes for the Asian civs which can and should be incorporated.

Additionally, I think something should be done about the small Tamil core. Why not make Indian core territory "foreign" for them instead of "Foreign core" ?

Not possible. If an area is core for a civ then this area is either foreign core or contested for the others.
 
Has anyone played the Rhye's and Fall of Asia mod here ? They have a couple of cool changes for the Asian civs which can and should be incorporated.
Which in particular? It's a while ago that I've played RFCA.

Additionally, I think something should be done about the small Tamil core. Why not make Indian core territory "foreign" for them instead of "Foreign core" ?
If it's in the Indian core, it's foreign core. That's what foreign core means.

I didn't know what to do so i corrected some italian names that were wrong:
Thanks, can you please correct the corresponding wikipedia articles as well?
 
New commit:
- fixed domain experience and production modifiers
- fixed outdated civic category
- minors are now excluded from the Aztec UHV
 
Neither. I mean that three cities is already a lot. The mechanism is built to tolerate the occasional raze. Since it is not permanent, the modifier has to be high to be a deterrent at all. You can still comfortably raze a couple of cities by waiting for the decay first.

Conquering sprees with multiple razed cities on the other hand will ruin your stability and that is intentional.

How long does the penalty last? Because it seemed like it lasts forever.
 
It decays by two every five turns I think.
 
Thanks again.
 
Something you may already be aware of, and a question:

The AI in the last few revisions seems to be struggling with stability; in my recent Russia game, everybody I knew was unstable. In an American game I played a few days ago, far too many civs were collapsing, even such stable civs as France, England, Spain, etc. It was just a constant cycle of collapse and respawn all over the world, to the point of ridiculousness.

Several revisions ago, you said (IIRC) that you "improved Polish settling pattern". What exactly does this mean? I hoped it meant that the AI would not found so many bad cities, but Poland still founds crap like Lwow and the city 1 tile north of Krakow. I would be fine with this, but you see, with the razing penalty, it's not so simple.
 
Something you may already be aware of, and a question:

The AI in the last few revisions seems to be struggling with stability; in my recent Russia game, everybody I knew was unstable. In an American game I played a few days ago, far too many civs were collapsing, even such stable civs as France, England, Spain, etc. It was just a constant cycle of collapse and respawn all over the world, to the point of ridiculousness.

Several revisions ago, you said (IIRC) that you "improved Polish settling pattern". What exactly does this mean? I hoped it meant that the AI would not found so many bad cities, but Poland still founds crap like Lwow and the city 1 tile north of Krakow. I would be fine with this, but you see, with the razing penalty, it's not so simple.

In scale of real history, this collapse/respawn cycle seems normal. I think the main reason in game is economic issue. They just couldn't keep growth by conquest and/or colonize well enough like real history.

So I think the 20-turn-to-respawn at least rule is too long. 4-5 turns would be long enough.

For extra gameplay and historical performance, AI shouldn't always collapse completely, and they should be extra desperate to take back their core area.

One simple way to improve the taste, I think, how about giving 1 or 2 great generals to every respawned civ? And, when you collapse civ, their army should keep alive or turn indy instead of disappear, and flipped units should keep their level and promotions.
 
4-5 turns respawn causes the problem that led me abandon both of my Persia games:
you conquer Babylonia, and the turn your troops reach Jerusalem Babylonia declares independence with a dozen or more new troops that you cant fight and you basically lose half your empire.

considering that respawned empires get boni to technologies and armies they really shouldnt respawn more quickly than that, imho.
 
Something you may already be aware of, and a question:

The AI in the last few revisions seems to be struggling with stability; in my recent Russia game, everybody I knew was unstable. In an American game I played a few days ago, far too many civs were collapsing, even such stable civs as France, England, Spain, etc. It was just a constant cycle of collapse and respawn all over the world, to the point of ridiculousness.
Yeah, I think with the recent changes the threshold can be increased again.

Several revisions ago, you said (IIRC) that you "improved Polish settling pattern". What exactly does this mean? I hoped it meant that the AI would not found so many bad cities, but Poland still founds crap like Lwow and the city 1 tile north of Krakow. I would be fine with this, but you see, with the razing penalty, it's not so simple.
Mainly it involved getting them to settle a coastal city.
 
Seems some bugs in the current rev.666

some xml errors in diplomic screen and texts(since rev.665)

Spoiler :
Civ4ScreenShot0195.JPG


Spoiler :
Civ4ScreenShot0196.JPG


can't enslave even when running Slavey Civic

Spoiler :
Civ4ScreenShot0197.JPG
 
For the slavery issue, are you running Egalitarianism?
 
In that case, I'd like a save for the situation in your screenshot.
 
In that case, I'd like a save for the situation in your screenshot.

Sorry, the autosave has been deleted automatically when I begin another game, but I have the Initial save of this game. Would it be useful?
 

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I'll see if I can re-engineer your situation. A save that's ready for testing would speed up the process though.
 
What's the Tibetan diplomatic music?
 
I don't know? Either someone suggested it here, or it came from History Rewritten.
 
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