Current v1.13 Development Discussion

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Thanks, got it now. Goodbye crazy settling strategies, like vikings in Lithuania or Egypt in south Africa.


Any logic behind this? I mean, civil wars breaking out upon learning differential calculus?

Probably because it is a relatively easy way of coding it to be reasonably frequent without causing it to be so often it slows the game down a lot.
 
I disagree. Mercantilism is somewhat about discouraging foreign trade, while the custom house is about encouraging. Those 2 contradict with eachother.

From a gameplay perspective, it would be very strange too. If you run mercantilism, you can't use the bonus of the custom house at all, as it forbids foreign trade routes. Kinda strange if it boost the production, but blocks its effect.

How about double bank / courthouse / national wonder(like trading company) building rate under mercantilism?

Moreover, can civs other than western European have some trading company bonus or events as well?
 
Probably because it is a relatively easy way of coding it to be reasonably frequent without causing it to be so often it slows the game down a lot.
Yeah, tech checks have taken the place of periodic checks in that regard. They are preferable to periodic checks because it's harder to game as a trigger, because discovering techs is generally a thing you want to do and can't delay without disadvantages just to avoid stability checks.
 
I have a question, I don't think it deserves a thread of its own but I don't know where to post it: Is it intentional that Montréal is in Québec's location?

Because I checked with a map of Canada, and Montréal is in this game where Québec is in real life, while it should be in the middle of Québec and Toronto (even though in-game there would not be any space for Montréal or Ottawa, Canada's actual capital, unless we move or relocate Toronto and that-coastal-city-whose-name-should-be-Québec-instead-of-Montréal).

My suggestion would be moving Toronto one tile south, changing Montréal's name to Québec, and moving Canada's capital to Ottawa, two tiles west of Québec.
 
Montreal has always been a much more important city than Ottawa (which isn't notable for anything except being the capital), and during the modern era Quebec City as well. Montreal is coastal to represent the Port of Montreal, which despite the fact that it's halfway up the St. Lawrence is Canada's largest and most important Atlantic port IIRC. Toronto is really on the border between the two tiles, but is 1N to clash less with New York and Boston. The setup is a little inaccurate but better than the other solution of actually adding Ottawa and having an incredibly crowded Quebec City-Windsor corridor and/or removing one or two of Canada's largest and most important cities.
 
Yeah, we discussed this at length when Canada was added, you can look up the corresponding thread if you're interested.
 
Leoreth said:
- instead of complete collapse, losing too many cities instead causes a collapse to core and reduces stability to collapsing, unless the civilization is already collapsing

Great - this makes a lot more sense. :)
 
New update:
- War Elephants now require Monarchy and Horseback Riding
- Persia starts with Horse Archers and a War Elephant
- reduced requirement for first Persian UHV goal to 7% to account for the new culture rules
- instead of complete collapse, losing too many cities instead causes a collapse to core and reduces stability to collapsing, unless the civilization is already collapsing

One of the sweetest updates ever! :goodjob:

Time to test how AI Persia will handle the Elephant!
 
World builder never triggers anything.
 
Well, if you WB Calendar it does trigger the centering of the map (at least in vanila). That's what he meant, for sure. Pressing the end of turn with Japan having Steel might tell Python that core has to be expanded now.
 
That's not how it works. Most modded effects depend on Python events to trigger them. I think Calendar has an effect because the engine periodically checks if you have the centered map attribute. But WB changes never seem to trigger Python events for some reason, in particular not for buildings and techs. This had me frustrated on a number of occasions as well.

What you can do though is using the Python console, which opens with shift + ~. That requires some basic understanding of the Python code, though.
 
I've always wanted to transition to a decent WB, seems like there's another reason now.
 
I know, will try to fix this later today.
 
Hello people. I haven't played this game in years, and even though I would love to, I don't think I will in the foreseeable future, but I still read the forums all the time for some reason. And looking Fresol's Canada game made me annoyed at how much of a mess the city names are. Spelling mistakes, missing tiles, absence of a proper city name map for France in the area, and so on.

I decided I would take a look at the file, correct some inaccuracies, and add some names where there were none. Of course, perfectionism kicked in and I ended up revising the entire thing.

Here is therefore an updated CityNameManager.py file, with what I think is a much better city name map for Canada, along with other changes to the French map, renaming rules for cities, etc.

As I am unable to play the game, this probably needs to be tested in case I made a small syntax mistake or such.

Hopefully comprehensive list of changes:

Spoiler :

CANADA
- Defined the languages used for Canada to iLangAmerican first and iLangEnglish second. Thus USA and Canada share their maps; I figured it didn't matter because neither country has ever occupied the other, and it saves the trouble of creating a new "language" for Canada, while allowing Canada to differ from England.
- Canada/USA uses French names in French-speaking areas (Quebec) and English names in the rest of Canada
- Corrected many spelling mistakes
- In many cases, removed names of small, less important towns and replaced them with major city names if there is such a city nearby. For instance, Calgary is now four tiles instead of just one, while the town of Swift Current doesn't exit anymore. This seems to be how it works in the USA part of the map anyway.
- As it has been pointed out, Montreal is where Quebec City should be, geographically speaking, but having Montreal there is more important for gameplay. Since Quebec City is much more important than smaller towns north of it, I moved it a little northeast, allowing both Qc and Mtl to exist at the cost of a minor geographical distortion. (Disclaimer: I am from Quebec City)
- Checked basically every name on the map to make sure it was actually geographically accurate and the most significant town in the area, and ended up changing a lot of them
- Added many missing names in northern Quebec, northern Manitoba, NW Territories and Nunavut. Many of them, I believe, cannot be founded, but whatever. Climate change.

USA
- I think there was a tile with no name next to Spokane. Now it's Spokane too.
- Also changed a St. Louis for a Memphis.
- Revised northern Alaska

ENGLAND
- For the most part, same changes as the Canada/USA map.
- Uses English names in Quebec
- Some colonial/trading post names used instead of more recent Canadian cities, especially in the Hudson Bay area

FRANCE
- France basically lost its city name map in Canada entirely when Canada was added, did it not? It used mostly English names all over the place. Now it's a proper French map again.
- French names for Québec, Montréal, etc.
- Lots of spelling mistakes corrected.
- Colonial French names added to virtually all territories that have been part of New France (Quebec, Acadia, Great Lakes region, Western Canada, Illinois, Louisiana), as was the case before the addition of Canada. But in more accurate. That means there are a lot of potential Fort Somethings all over the place.
- Removed many names in western USA, i.e. territories that were never controlled by the French (and had names of forts/settlements that were actually much closer to the Mississippi)
- For the rest of Canada, uses the same names as the Canada/USA map.
- While I was at it, renamed Brazilian Saint-Louis to "Saint-Louis de Maragnan" (since "Saint-Louis" is in the USA) and corrected the spelling of the Falklands settlement.
- Added "La Nouvelle-Angoulême" for New York, why not
- Also I didn't touch the Caribbean because I was confused (has it changed in game but not in the city name manager?), but I would have liked to.

RENAMING RULES
- Updated whenever I changed a name (e.g. La Nouvelle-Orléans, Saint-Louis de Maragnan)
- Added a few, such as Port-Royal <--> Annapolis Royal, and Fort Frontenac --> Ottawa
- Noticed that rules for a French Constantinople and Jerusalem were missing, added them
- Noticed I could spend hours making this part of the file better and decided I should probably do something more useful with my time


I hope these changes are agreed upon, I can always revert some of them if asked.
 

Attachments

That looks like a lot of work, thanks! Of course I'll review the specific changes first, but otherwise it looks like I will include this before release.

And I couldn't agree more with the last line of your changelog.
 
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