Current (SVN) development discussion thread

Feel free to correct me if I'm wrong Leoreth.
That's the gist of it, although I think I left in some stuff about culture and proximity to other cities from the previous method, so a proper civ might be eligible for receiving a city even if it is outside of their core.
 
Different flags for units from the same civilization might be possible. I think Civilizations in Abundance actually did something like that.

As far as I remember, the Civilization in Abundance have a lot of independent civilizations, maybe 10 or 20 different Independent civilization, so each of them can have their own flag, their own Civilopedia page, etc...
 
Did it? Well that's definitely not an available solution then.
 
New commit:
- conquerors cannot spawn in jungles, marshes or on small islands anymore
 
That’s as far as I can remember... I didn’t play the game though.
Btw, while we’re at this, can you please differentiate the flag decal of Independents 1 and Independents 2?
It will make them more easily recognized.
 
Dutch UP doesn't work properly.

Have a look at Malakka; the TCompany there provides 2 food (despite only displaying 1 food when hovering over it) as intended, but only provides 3 gold (normal yield).
Okay, the code was inconsistent for yield and commerce types, I've rectified that. Will still check your save, but it should work now.

Also, what are the requirements for TCompany spread?
Let's see:
+2 for running Mercantilism
+1 for running Free Market
+2 if you're the Netherlands
+1 if you're in the Caribbean
+1 each for having a Harbor, Customs House and Bank
+2 for every related resource controlled
 
New commit:
- fixed Dutch UP effect
- the Dutch UP is now properly displayed
 
Do you think that you could reduce Persia's likeliness to research Theology? They've bulbed it with a Great Prophet in nearly half of my games in the new SVN.
 
Do you think that you could reduce Persia's likeliness to research Theology? They've bulbed it with a Great Prophet in nearly half of my games in the new SVN.
Noted.
 
Some minor things:
Combustion should require Scientific method. (I brought this up before, but as it's still not applied, so I thought you forgot. As it's not really something difficult to change)

Hint 33 should be removed. It says something about the Expansion civics. But that category is completely removed in DoC.
"Creating an enormous empire may seem tempting, but you have to be very careful not to let your expansion destabilize your empire! The Expansion Civics can help with that."

The Greek UHV says: "Control Egypt, Phoenicia, Babylonia and Persia in 330 BC"
The line below that which tells you which areas you already control says Carthage instead of Phoenicia. (Screenshot)
 
#ETHIOPIA
I auto-razed Sana'a while trying to capture it. Sana'a should spawn as a 2-pop city.

Their late UHV could be changed to something something against Islam, the current UHV that guard the coast from European feels way too long and tedious. The only European coming there are probably Portuguese anyway

Their UP and UU could be changed.

I wonder about their UB. After discovering Theology (and fulfill goal #1), their UB become worthless imo. Not that the building should be changed, but perhaps the effect enhanced.

I think they should start 1E of the current spawn location, so they have an access to the Red Sea. Unless you're building crappy cities along the Horn like AI did, I think you'll have to attack Sana'a via land route through Axum-Thebes-Jerusalem-Makkah-Sana'a... not historical.

1S of the Cow (Addis Adaba) could be a plain instead of desert.

I got attack by Berber Numidian Cavalry and Ghanaian Farari while I'm still around my core. Nubian Medjay is fine and historical.

I think the Bedouin Camel Archers should come later around the Saladdin Era, because as far as I can found, it's Camel Warrior that's used in BC times.
Wikipedia said:
Also, Darius III of Persia who ruled from 336 BC to 330 BC was known to counter Alexander the Great's attacks with camel mounted warriors.
 
Want to say too much, but I do not know from where to start.


Many pertinent ideas of Chinese guys fail to convey to you for various reasons(e.g. language barrier, like myself - -!), although that CIV4 society is thrive and very excited about this mod. Some suggestions are adviced by guys there.

So consider me bluntly, could you please seriously consider some Soul-breathing's suggestions ?(maybe a bit selfish?)

Soul-breathing roughly chose a few and translate(express my heartfelt thanks),therefore,he somewhile represents the opinions of mang persons.And these guys are not bad in my opinion.(most can complete a part of cultures on emperor.) In fact they whine a lot about the recent version such as "Dose Leo have the skills to completethe new third Maya goal on the king difficulty...What? Keeping all citise in historical areas lead to collapse! This works?....Russia is so powerful in the early, Lenin knew?......Suggestions accounted for a large proportion might blame to that their level is not good enough." (eh, don't hit me please~ lol)
:)
 
I'm always grateful when one of you guys from the Chinese community make the effort of translating the feedback there and posting it here on this board, because the more feedback I get, the better.

Mostly the language barrier is not a problem, it's a bit harder to parse some of your posts, but in the end it's usually possible to figure out the intended meaning. But if we're blunt already, the effort of overcoming the language barrier doesn't change the merit of an idea I happen to disagree with.

I don't know which of soul-breathing's suggestions you are talking about, but if it is about the stability mechanism and dynamic historical territory and/or no negative expansion stability for historical tiles, then I understood the suggestion, I considered it, and decided against it. I even said why in quite some detail already. That's just the way it is.

As for the other questions mentioned at the end of your post, I don't have that much time to play the game. So in some situations I just throw out some changes and wait what the reaction is. The third Maya goal is one of these situations. I'm expecting people to try it and post their experiences (and if they couldn't complete it, tell me how close they came / what they did etc.). Similarly with Russia, it just takes some time for me to become aware that they're doing much better now.

Always keep in mind that if you are playing the mod at all, you're likely playing it more than I do. So I have to rely on your experiences to decide what to change, but that doesn't necessarily mean that I have to agree with your ideas of how to change things.
 
To give you some idea of stability penalties: Dutch save, late 1800s, -24 overextension penalty for controlling part of colonial empire + Palembang + Sydney. Many of this might be attributed to controlling the Indonesian core; however, as the Dutch, that's definitely something you should be able to do.

Personally I find a little bit too harsh, but it's definitely not ridiculous.
 

Attachments

Thanks. I think part of the problem is that the foreign core penalty is too high, and should probably only have full effect if the tile isn't historical for you.
 
By the way, I think we should completely get rid of the foreign core penalty. The reason is that (nearly) every tile is really core for some civilization, whether or not they're in the game right now. So it doesn't make sense to penalize a player controlling Congo if and only if the civ is enabled.

An effect of this penalty is that Domination victories are usually achieved by controlling every part of Africa not taken as a core by a civ in this game; as more civs are added, it gets harder and harder to stay stable.

TL;DR: There oughtn't be a difference between Congo and Swahili, just because you added one.
 
Fair enough. We already have culture to represent the resentment of foreign occupation which the core penalty is also meant to reflect.

Maybe it's better to remove the extra foreign core penalty and instead let the core owner's culture count more when calculating the cultural majority, similar to the tile control rules.
 
Let me help you a bit Leo. I have plenty of translation experience and I studied Mandarin so I may be able to break down what Niceboat said.

"Want to say too much, but I do not know from where to start."

This one is pretty easy, he has much to say but dont know where to start.

"Many pertinent ideas of Chinese guys fail to convey to you for various reasons(e.g. language barrier, like myself - -!), although that CIV4 society is thrive and very excited about this mod. Some suggestions are adviced by guys there."

They have some kind of community somewhere and they want to give feedback.

"So consider me bluntly, could you please seriously consider some Soul-breathing's suggestions ?(maybe a bit selfish?)"

I am not sure absolutely what he meant here but it makes most of sense if Soul-breathing is a name, so he does say revolutionary suggestions.

"Soul-breathing roughly chose a few and translate(express my heartfelt thanks),therefore,he somewhile represents the opinions of mang persons.And these guys are not bad in my opinion.(most can complete a part of cultures on emperor.)"

There are many experienced players so one person "Soul-breathing" collected them together.

"In fact they whine a lot about the recent version such as "Does Leo have the skills to complete the new third Maya goal on the king difficulty...What? Keeping all cities in historical area leads to collapse! This works?...."

It is about new Maya UHV goal. I corrected few mistakes to make more sense. I guess king difficulty refers to emperor level. Rest is about city placement.

"Russia is so powerful in the early, Lenin knew?......"

Russia is powerfull at start.

"Suggestions accounted for a large proportion might blame to that their level is not good enough." (eh, don't hit me please~ lol)
:)"

Not all players are good in their community so ignore unneccessarry complaining.
 
King is Monarch, more likely. And thanks for your effort, but I figured most of that already.
 
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