Current (SVN) development discussion thread

I'm not sure if this is only once and only in my game, but I didn't see any European civilization ever cross the Cape of Good Hope even though it's already over 1600s. South Africa are totally empty, Kongo are prosperous, Mozambique are indies... and there's nothing wrong with Portugal or England.
It's just.. unlikely.. so I put it in this thread instead of the Bug/TI thread.
 
Just updated to the most recent SVN (revision 544), and suddenly I'm getting an enormous pile of XML errors related to Civics when I try to load the mod. Am I the only one with this problem?

Edit: I had modified Stability.py at one point in the past. When civics changed, that may have caused the problem. Anyone able to upload a current Stability.py?
 
Okay, that didn't work. Well, it did, in that it replaced my Stability.py with the official one. But that didn't fix the problem.

Any ideas?
 
Do you have a module installed?
 
In the 1700 AD scenario, the Dutch start with Capitalism and Standing Army enabled, but without having researched Economics or Military Tradition. Also, shouldn't secularism be enabled for them at start, whether they spawn in 1580 or 1700?

Do you plan on rewriting the Civic Stability Effects section in the Civilopedia?
 
I'm not sure if Frankfurt and Hamburg should be in the Netherland's Historical territory, which appears as Contested on the map due to the overlap with Prussia's core. Or is this intentional?
 
Do you plan on rewriting the Civic Stability Effects section in the Civilopedia?
Once I've decided what to put in there, sure.
 
My initial reactions:

Autocracy - Since creating the fascinating military tree the draft component of this civic seems anachronistic as others also suggest.

Representation - of course, why didn't I think of this.

Egalitarianism - Makes way more sense here than where it was before.

Agrarianism - Now that slavery is in the labor tree (which makes a lot of sense) it creates both historic and gameplay problems. Historically an emphasis on farms over cities has hardly been mutually exclusive with the chattel slavery (see Jeffersonian Democracy). Gameplay-wise, slavery synergizes with high food sources, which is exactly what agrarianism seems like it would be competing for. If it remains, agrarianism would need hammers to compete with slavery. Perhaps agrarianism could be replaced with serfdom which would carry the same ability to hurry with population that slavery has along with some other bonus.

Capitalism - Seems rather under powered compared to the other modern alternatives. I don't understand why you stripped the hurry with gold ability. You pick the civic to earn all this money, you might as well give us something to do with it. Also, since we're doing the whole double production for X buildings how about banks and airports?

Industrialism - Someone mentioned +1 hammers to mines which seems more fun than the +10% hammers. Personally I would rather see the civic be made available earlier such that the unlimited engineers is useful and requires large developed cities to be powerful as suggested earlier and have the civic stripped of it's 10%. It is cruel to give us infinite engineers at the same time as we research the ability to build a building that gives a city 1-3 of them.

Public Welfare - I feel like this should be renamed Socialism. It is also incredibly powerful. the unlimited GP's plus the +2 science per specialist is already a combination of the entirety of two of the previous civics that synergize well together. Having the ability to hurry buildings with gold as well seems inappropriate especially given the fact that this is tied to the tech communism.

#Economy - It's hard to comment with the pending corporation changes but central planning seems much more powerful than alternatives, as it would if properly balanced around corporations.

#Religion - I've never understood why missionaries are tied to monasteries and go out of style. Monasteries are the homes of monks and scholars. proselytizing never went out of style so it's tie to a building that goes obsolete seems odd. I've also never understood why the missionaries of all religions are enabled by the government sanctioning of a specific religion. I would tie the construction of missionaries to temples (it is after-all not really the monks that do the converting) and remove the 'allows missionaries function' from organized religion.
 
Error... my svn appears to have a red '!' instead of green V, and I couldn't see new civic changes, and unit-hurry buttons disappeared in my game.
 
The red ! indicates that a file is changed/missing. If you do right-click-->Revert, the files will go back to their original form. (Any selfmade changes will be lost)
 
To be precise, the red (!) means that the file / one of the files in the folder has been edited in your working copy so that it's not identical to the online version anymore. The next update will result in a conflict between your changes and the online version, which usually means that your file is kept and the update isn't applied to correctly.
 
I agree that the new capitalism-civic has been hit too hard with the nerf-hammer. If it loses the gold-rushing ability, it needs something else, imo. Something better/stronger than now. I've just played one game with the new civics, so that's my only comment for now - but they look really awesome all in all, GJ Leoreth! (Yet again)

Oh, and the military civic that doubles the production speed of barracks doesn't work, or rather, that element doesn't - the production isn't doubled. If it haven't been reported already.
 
Thank you Leoreth for not nerfing City-States and giving us City-States addicts some new toys to abuse use wisely.
 
Viking strategy in 1.11 (600 AD):

Get your starting army onboard, sail to Marrakus, 2 swordmen go on to capture Tripoli (only 1 archer), others wait Moors born, in 720 AD, before Moors flip Marrakus, 3 workers will appear in Marrakus and work sheep tile, capture those workers. Later, after you capture Tripoli, next target is Athens. Once you obtained the Parthenon, you can use Autocracy to draft huscarls after you researched civil service. So, never trade or research theology as Vikings!
 
Are all bonuses from civic combinations currently down? I tried to achieve the Prussian/German UHV, but it is all but impossible since I can't get those bonuses anymore (and because of the removal of Conquest and Imperialism, of course).
 
Yes, it's recommended to stick to the version before the civic changes until the stability mechanics have been adjusted too.
 
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