Current (SVN) development discussion thread

Can you show an example?
 
Sure. Here Vienna had 0 after conquest (now 2):

Spoiler :
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Oh you're right, here's the fix. New commit:
- fixed city culture change on conquest
- added description texts for the new difficulty levels
- fixed the Arab UP description
 
New commit:
- fixed the slave trade AI yet again
- slaves are now limited at half the population in every city
- slaves can now only be used in the Americas or in Africa (in case your capital is not in Africa)
 
New commit:
- fixed the slave trade AI yet again
- slaves are now limited at half the population in every city
- slaves can now only be used in the Americas or in Africa (in case your capital is not in Africa)

No more 400 hammer Lhasa? :aargh:
 
New commit:
- slaves can now only be used in the Americas or in Africa (in case your capital is not in Africa)

Why not using slaves as African civ? Congo is known to use slaves and ancient african civs (Egypt, Ethiopia, Carthage) used slaves. Mamluks was an interesting slave polity.

P.S: I can hear zoroastrian music at last, good!
 
- slaves can now only be used in the Americas or in Africa (in case your capital is not in Africa)

Great.It increases realism and can you allow slavery for ancient Europe too?Rome and Greece both used slaves.Maybe only Romans and ancient Greece can use it and can you allow building slaves in ancient Europe?You can only use it twice instead of unlimited times
 
Great.It increases realism and can you allow slavery for ancient Europe too?Rome and Greece both used slaves.Maybe only Romans and ancient Greece can use it and can you allow building slaves in ancient Europe?You can only use it twice instead of unlimited times

I think Leoreth says Greco-Roman slavery is better represented as a type of Forced Labour rather than a population exchange.
 
but they were used in many homes,farms and even schools and Slavery civic doesn't add any productivity Which is represented with the slavery specialization once you add a slave to a city
 
What determines which tech a specialist will bulb, if there are no defined "can be researched by an x" available? It seems arbitrary
 
So, I don't have to provide the saves, do I?
Please do, I would like to see how your situation plays out with the changes.

Why not using slaves as African civ? Congo is known to use slaves and ancient african civs (Egypt, Ethiopia, Carthage) used slaves. Mamluks was an interesting slave polity.
Muslim and classical slavery are both phenomenons that the slave mechanic isn't really equipped to represent.

I don't want Congo or other "slave producing" civs to be able to use them because slaves are supposed to be traded.

What determines which tech a specialist will bulb, if there are no defined "can be researched by an x" available? It seems arbitrary
Techs and great people both have a flavor type (science, gold, ...). The available tech with the highest matching flavor type will be the one that you can bulb.
 
Thanks.
 
Great job with the Zoroastrian music--but I note that Judaism music still plays when a Zoroastrian religious building is constructed. (I assume this would be a simple fix.)
 
These are two different Argentine 1700 AD starts. In the first, I've already tricked Spain. In the second, you can trick Portugal.
Okay, checked it and Portugal doesn't want to sell their slaves to you anymore ... because they want to keep them to themselves as intended.
 
New commit:
- changed cultural unhappiness rules to keep unhappiness from dead civilizations in check
- added new civilopedia texts (credit to merijn_v1)
- corrected Zoroastrian building sounds
 
these errors just appeared when I started a 600 AD game as Italy:
Error in cityAcquired event handler <bound method CvRFCEventHandler.onCityAcquired of <CvRFCEventHandler.CvRFCEventHandler instance at 0x175DD1C0>>

edit:
They appear again and again at some turns. So far I noticed no actual errors in the game

2nd Edit:
Around 1444 the game always crashes when I go for the next turn.
(as Italy with Genoa, Venice, Rome)
 

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