Current v1.13 Development Discussion

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Hooves crossed for inclusion of Equestria.
 
Another update on the resource trade AI: I have tracked down one reason for seemingly unreasonable AI demands. As you might remember, I have previously improved the AI to value resources based on their actual benefit. For instance, the old AI would always evaluate a +1 happiness resource the same way, while the new AI would consider it worthless if there was sufficient happiness in its cities already.

However, I forgot to adjust the criteria for the "we would have nothing to gain" response in the diplo AI. Previously the AI would only reject resources it already had this way, but now resources can be worthless even if the AI doesn't have them. Since it wasn't programmed to outright exclude these worthless resources from deals, it would often include them in counterproposals even though they did not contribute to balancing both sides of the table (I suppose it is encouraged to start with asking for the cheapest item on your side first).

I fixed this by giving these worthless resources the "we would have nothing to gain" response as well. This will also prevent yourself from pointlessly offering a resource the AI has no interest in.
 
Have you done something about pre-Guilds Workshops yet? Like I said, they either need to provide 2 hammers from the start or not lose food until they provide more than one hammer.
 
Anything special in the works for SVN 1000?
Just doing this monster commit:

Update: WARNING: This revision breaks savegame compatibility.

Japan changes:
* Samurai now starts with Leadership instead of Drill promotions
* New UB: Zaibatsu (Factory): halved cost, +1 commerce on water tiles, +1 free engineer
* New UP: Modernization: After all Medieval techs have been discovered, techs that three civs are willing to trade cost -50% research
* Reduced base tech speed
* Starts with Calendar in the 3000 BC and 600 AD scenarios
* New first UHV goal: Have an average city culture of 6000 by 1600 AD without ever losing a city
* New third UHV goal: Be the first civilization to discover five Modern techs

Civics changes:
* Dynasticism: limit for happiness from military units increased to 6
* City States: moved tech requirement to Alphabet
* Theocracy: reduced state religion happiness to +1
* Autocracy: removed drafts per turn to 2, removed espionage modifier
* Republic: reduced upkeep to medium
* Vassalage: reduced happiness from Castle to +1, added +2 commerce from Forts
* Representation: now gives +2 happiness for largest cities, +1 happiness from Courthouse, double statesman slots
* Egalitarianism: now gives double scientist, artist, merchant slots, +1 production from Towns, unhappiness for everyone without Egalitarianism
* Slavery: removed extra commerce for Plantations and Slave Plantations
* Industrialism: reduced upkeep to low, added +1 production from Watermill
* Public Welfare: replaced extra specialist slots with -50% corporation unhappiness
* Mercantilism: now gives no extra trade yield for foreign trade routes, +50% yield from trade through capital, +1 commerce from Plantations, double production for Customs House
* Central Planning: added -1 commerce from Town
* Environmentalism: added +2 commerce from Watermill
* Scholasticism: increased great people birth modifier to +40%
* Militia: removed all effects
* Mercenaries: added double production for Walls
* Warrior Code: removed and replaced with Multilateralism
* Levy Armies: increased number of free units, added double production for Castles
* Standing Army: removed land production modifier, added double production for Barracks and Stables, added +1 production from Forts
* Naval Dominance: renamed to Naval Supremacy, added +1 production for Fishing Boats, removed double production for Harbors, Customs House
* Multilateralism: new civic (low upkeep, requires Radio) with +100% war weariness, +1 upkeep per military unit, +1 free specialist, +25% trade yield with Defensive Pact

Further changes:
* Dharanis cannot cross Capes before Optics
* Removed free techs based on game era for respawned civilizations
* Reduced production to gold conversion after failed wonder construction to 50%
* Production to commerce conversion processes do not benefit from production modifiers
* New Himeji Castle effect: +1 culture per level of every fully fortified unit in the city, defense modifiers count as culture modifiers in all cities
* Fixed Himeji Castle wonder movie
* During AI trades, human players always have at least as much gold per turn available as they would with 50% gold rate
* added the Guadalquivir river in Iberia
* Fixed a bug that gave Arabia a higher tech score in the 600 AD scenario
* Fixed a bug where espionage missions erroneously were regarded as very cheap, which lead to them giving no spy experience
* Fixed a bug that disabled fractional trade routes (two decimal points for trade route commerce)
* Fixed a bug where small empires received a tech penalty instead of a tech bonus as intended (civ modifiers adjusted to this where necessary)
* Fixed unit art for units with different art for its members
* Added historical areas in Polynesia for France, England, Germany and America

Yep, it's real. No tricks, all treat.
 
Did you decide against +1p for whaling boats under naval supremacy?

Did you mean to implement a -1c penalty for windmills under central planning? It's in the current version but not in the notes. My apologies if this is your way of implementing David Hasselhoff's guest appearance.
 
Did you decide against +1p for whaling boats under naval supremacy?
Yeah. It doesn't have much of an effect either way, and I felt it cluttered the civic.

Did you mean to implement a -1c penalty for windmills under central planning? It's in the current version but not in the notes. My apologies if this is your way of implementing David Hasselhoff's guest appearance.
Haha, that would have been the perfect way to troll Imperator Knoedel, why didn't I think of this. Unfortunately it's just a documentation error.
 
Reduced base tech speed

I am sorry -- did you mean "cost" instead of "speed"? Or these are different things?
 
Started a Portugal game, researched banking, switched to mercantilism, and the trade route values in my capital went down. The modifier on capital trade may be too low in mercantilism.
 
Thank you Leoreth for finally posting new SVN commit, I was seriously thinking of freezing myself and phone call you from the future, like I already did once in the past :D

So curious to test the gameplay under new civics.
 
Oh! Impressive!

I think the dynasticism/vassalage combo is a bit too extreme. With a castle in your city you can get 7 happiness. No other civic is even close to this. I get the impression that democracy and public welfare accounts very little for overall happiness while military troops and a glourious head of state is all you can wish for! ;)
 
Oh! Impressive!

I think the dynasticism/vassalage combo is a bit too extreme. With a castle in your city you can get 7 happiness. No other civic is even close to this. I get the impression that democracy and public welfare accounts very little for overall happiness while military troops and a glourious head of state is all you can wish for! ;)

To be fair I think that is appropriate. Democratic governments are for civs that already have plenty of happiness resources and infrastructure in place, while less developed ones fare better with a monarchy.
 
But still. An early game civic giving that much happiness. When will happiness ever be a problem? (3000bc china start maybe)
 
I am sorry -- did you mean "cost" instead of "speed"? Or these are different things?
Speed is correct: Japan researches slower, increased cost would be another way to put it.

Started a Portugal game, researched banking, switched to mercantilism, and the trade route values in my capital went down. The modifier on capital trade may be too low in mercantilism.
Okay. Note that trade routes to your capital in your other cities are also affected, though.

Thank you Leoreth for finally posting new SVN commit, I was seriously thinking of freezing myself and phone call you from the future, like I already did once in the past :D
Um, wait what?
 
Um, wait what?[/QUOTE]

Haven't you seen South Park episode 10x12 Go God Go?, it's hilarious, Cartman can't wait for the Nintendo Wee arrival anymore, so he freezes himself, but things go the unexpected way :lol:
 
Haven't you seen South Park episode 10x12 Go God Go?, it's hilarious, Cartman can't wait for the Nintendo Wee arrival anymore, so he freezes himself, but things go the unexpected way :lol:
Haha yes I've seen that episode. Didn't realize you were being in character.

is the Japanese UHV victory now impossible if you raze a city before 1600AD?
No, razing cities does not count. Losing is only giving control of a city you already own to another player by whatever means (conquest, trade, flip ...), no matter if it is razed afterwards.
 
okay, thanks.

make sure that "another player" includes the Independents to prevent liberate-cheese.


So far, so good:



(though this is 1570 already and only on Monarch - with 4 cities running 100% culture all the way from 1390 and all my cities had Castles since then)

have to say the only time I was able to use my Samurai was against the Spanish in ~1500 when they tried to take Manila from me (idiots :D ). Having an independent or Barbarian settlement somewhere close would be nice. In my game I just stockpiled a dozen Samurai in my Capitol before I noticed that it is more efficient to build culture/gold.
 
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