Current (SVN) development discussion thread

Persia just discover Liberalism in 1110 in my India game...

EDIT: Going into WB I just noticed they successfully fought off the Seljuks and built like 8 wonders
 
I start to wonder again where should I post a thing since the days we have subforum trolololol..
Anyway.
There's something funny in my recent Ottoman game (SVN 2..28? or 238? (not sure))
Mongol collapsed the Byzantine few turns before I spawn and Byz respawned right where I spawn, in Sparte. The funny thing is, when I about to start the game, I got notification would you like to permanent blablabla as Byzantine? Both are mortal enemies lol!

Can a respawn civ start as a vassal of a civ?
The Byzantine is already a vassal of the Caliphate since the first time they respawn. You might want to code that every vassal of the Caliphate automatically have Islam as their state religion and spread Islam in their capital city, no matter where, because it's odd to have Sultanate of Rum that is Catholic ;)

Also, for the sake of logic, I suggest you rename a city to (A) rather than to (B) when this city conquered (C) by the Caliphate.

A : Domyat
B : San el Hagar
C : Djanet?

A : Baghdad
B : Babil
C: Babilu

A : Mosul
B : Ninawa
C : Nineveh

A : Iskandariya
B : Kem Kasir
C: Pi-Ramesses?

A : ?
B : Arabat
C : ?

A : Shiraz?
B : Takht e Jamshid
C: Persepolis

A :
B : Tell el Daba
C : Avaris

Because, the B is the equivalent Arabic names for the ruins, not the cities ;)
Screenshot coming later...
 
These are not the same cities.

And if you want your vassals to share your religion, the game already has everything necessary to enforce that.
 
And if you want your vassals to share your religion, the game already has everything necessary to enforce that.
Fun fact: Muscovy (Orthodox) was a vassal of the Golden Horde (Shamanism & Islam) until the former conquered Novgorod.

Been playing RFCE++ and reading history of Medieval Eastern Europe. It's fascinating. I'm really, really loving the new civs, especially the Republic of Novgorod. I may eventually play a Corporate Russia (Middle East Oil) in DoC just as an extension of that into the Modern Age.
 
Well, but there's no modern city called Kem Kasir or San el-Hagar..
They are just ruins.. or mounds.
After all, it's really low in probability that Babilu/Nineveh/Pi-Ri'amsese will be razed upon conquered and a settle sent there to re-built the city.
That is why I say for the sake of logic, not historicity :)

Human can force. AI?
Btw, what do you think about RUP (Religion Unique Power) of a state religion?
For example, the RUP of Islam could be that every conquered cities bring Islam.
Then the UP of Arabia chanced to every conquered cities bring Mosque & Madrassa
(Help stimulate the fast spreading of Islam, and their very high Science tech)

Also, I think just like India having no state religion after Buddhism is founded, I think the same should be done to China. They never declare they are Confucianism Kingdom, and their people live together in harmonies just like the Indians are.

I have a suggestion for the Dutch and Portuguese too!
If and only If Dutch/Lisboa fall to another civs,
-Reset the Stability to 0 (no stability penalty for changing capitals/losing cities : Transformation Mode ;) )
-Choose the capital :
-If New York is present, choose New York and declare independence to other Dutch cities that is not historically managed by the Dutch West Indies company.
Else
-If Batavia is present, choose Batavia and declare to other Dutch cities that is not historically managed by the Dutch East Indies company..

The same goes to Portuguese, with capitals :
if WEST, at Rio de Janeiro
if EAST, at Malacca/Goa

Whether the capital should be at WEST or EAST is determined by the important of the cities, economically etc, or perhaps, Random :)
What do you think?
I know that these are actually a trading company, not a civilization. But I think we could assume them as Dutch/Portuguese in Exile ;)
They don't play much important either in modern era.
 
New commit is up, most notably including a new dynamic name system. Changelog:
Spoiler :
# Islam is now properly founded when Mecca is built
# Expanded the dynamic name scheme to allow for a greater variety of names, depending on more diverse conditions
# The Chinese UP now properly applies only to undiscovered techs
# The Chinese are now incapable of trading monopoly techs as intended
 
Other civs won't trade for metal casting while I'm playing China, although Rome has been around for 20 turns.
 
I'm investigating that.

Edit: duh, third time's the charm: now I've realized that China itself isn't counted when the game determines the number of civs who know a tech, so I shouldn't test if there's one civ who knows the tech, but none.

By the way, you still need to know at least one civ who shares the tech to trade it.

Another edit: worked, you can now trade Metal Casting in your save. I've also changed their denial type to DENIAL_TECH_WHORE, so they're now saying "we fear you are becoming too advanced", which makes a lot more sense than "we don't want to trade this technology away just yet". Commit is up.
 
# Expanded the dynamic name scheme to allow for a greater variety of names, depending on more diverse conditions
Great!;)

but, should AD650 for China be Tang Empire, no Ming Empire?
2ea8c0a6.jpg
 
Yes. Their name for the medieval era should be Sui or Tang (one turn of anarchy makes them change currently). Ming should only appear after they've respawned once.
 
New commit is up:
Spoiler :
# America starts with Scientific Method
# Turkey now has a much higher chance to start at war with Byzantium
# AI Turkey gets additional gunpowder units on spawn
# Buddhism spread increased
# focused Chinese settling on its main rivers instead of North China
 
Latest SVN update is causing instant defeat on Load. I reinstalled from scratch and cleared the cache and it still happens. Anybody else?

Correction: Downloading the Official 1.81 Release works fine.
 
Apologies, committed a fix.
 
Next commit comes soon, other than the civic changes (so far), it also includes a number of fixes for several issues.

I'll take some sleep now and then I'll commit ;)
 
Does Environmentalism add one unhappiness or removes one unhappiness for nuclear plants? The civilopedia contradicts itself atm.
If it does add one, why? Adding one unhappiness to coal plants makes more sense to me...
 
Confederation doesn't have an effect implemented at the moment. It's supposed to reduce the change of civs respawning on occupied territory.
 
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