Current v1.13 Development Discussion

Status
Not open for further replies.
My recent post was part of the reason why Leo did it right now. He had to either adopt the map to the rule, or cancel the rule. Rearranging map is tedious and not fun, going back to unrealistic vanila mechanic was easy. ;)
 
New commit:
- fixed a potential crash in the city flip code
- moved resources around Moscow so that settling south becomes less appealing
- changed requirements to cut contact so that contacts cannot be lost if any of the two civs can currently see the other's territory
- adjusted AI behavior so that it doesn't disband its starting army
- vassal stability level is reset to shaky (if lower) on vassalization
 
But what about Inverness?
 
:confused:

(By the way, secret change I forgot to mention: Rasa will now only spawn if Tibet is not alive.)
 
Since the bonus to settling on resources has been removed, what is one to do as England?
 
Settle Edinburgh, or choose a resource to settle on, it's not suddenly impossible you know.
 
1700AD last SVN the game still crash. No idea why, I was minimizing the game and surf the world when Civ4's crash notification appear.
 
During autoplay?
 
Maybe. It could be during autoplay, but it could also be after the autoplay ended but before I click OK. I'm sorry.
 
Don't think so.
 
Ok, Leoreth, I think it's time to have some straight talk about settling on resources. Can you please provide sensible answers for the next 6(six) step?

Step 1. Think Britain, for example. The island has 22 tiles, 13 of which are resource tiles. 60%. Things look even scarier in Indochina, and many other useful places. Compared to vanila we do have general overabundance of resources. Would you agree with that?

Step 2. Most cities in RL did in fact find their locations because people decided to settle "on" the resources, given the scale of the tile in global mod. There are mining towns. There are coal towns. There are gold rush towns. There is even Uranium City. You can interpret city tile like this: what did original founders of the city did shortly after they settled. Working tiles in BFC (countryside) is a subsequent development (unless it is a fisherman village). Would you agree that many important cities did settle on resources, given the scale of the map?

Step 3. Vanila BTS punishes settling on resources. Resources there make 10-15 % of useful land tiles, not 60%. What if they they had the opposite rule by default? Would you come up with idea of deliberately changing vanila while modding this global mod?

Step 4. What is your problem to begin with? When one settles a city it does automatically improve city tile, correct? It gets there road and a farm, and later one gets a railroad for free. What is the logical contradiction if the city automatically improves it's tile in accordance with what that tile is, not just a farm every time?

Step 5. If you have answered something like -- resources make settling too deterministic to my taste, I would say -- how about now? No matter what rules you have in place some spots will be better than others and will be favored by humans and AI no matter what. Would you agree?

Step 6. So why don't we rearrange map a little bit and keep in place something that was working just fine for the last 2 years?
 
Ok, Leoreth, I think it's time to have some straight talk about settling on resources.
The stern parent lecture, seriously?
 
The stern parent lecture, seriously?

If that was your perception :undecide:

Now when we done with emotions, can we get back to business please?
 
Okay, I'll wait until you stop taking this personally.
 
Status
Not open for further replies.
Back
Top Bottom