Current v1.13 Development Discussion

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No, because there are no simultaneous turns - just look at how bad naval warfare is; that will be your new land 'warfare' - and because it'd massively devalue Cavalry and the like.

You can't react to anything anymore if you increase move speed.
 
I suggest that movement speed should be scaled with game speed, because imho it's unfair to play both at marathon and at normal speeds with the same movement speed when the lengths of time between turns at faster game speeds is in fact longer than those at slower ones. :D

But if everything including movement scales correctly then epic and marathon would be exactly the same like normal. It would be equivalent to simply disabling epic and marathon (or normal and epic).
 
Yeah, exactly. The whole point of Epic and Marathon is giving you more time to do stuff with your units between tech advances and so on.

I know that this makes slower game speeds somewhat easier, but so be it. I design around Normal.
 
I feel like the Aztecs are currently almost unwinable due to UHV1:

I managed to be so lucky as not to get hit by the plague before 1520 (first big problem), but:

In 1510:
- Guangzhou has size 18, another Chinese city has 16, Edo and Constantinople also have 16, London 15.

at best I manage to hit 16 around 1510-1515, so those cities would be either of the same size or 1 bigger than me.

China manages to survive rather long vs Mongolia on Paragon which is a problem admittedly, but also Japan, England and Konstantinople (whoever has it by then) can be of a size you cant reach by 1520 :/
so basically I need a combination of several lucky factors: China falling to the Mongols, me not getting hit by the plague, Ottomans struggling to conquer Constantinople and England either settling stupid cities to slow its growth or getting hit by the plague before me. Oh yeah and Japan...well
 
In 1510:
- Guangzhou has size 18, another Chinese city has 16, Edo and Constantinople also have 16, London 15.

If I remember correctly there is some code in python that reduces the population of London by 3 in 1520 to help with Aztec UHV, but I don't really like that "solution".
 
Make the goal to reach 17 pop. I think it is doable.
 
I feel like the Aztecs are currently almost unwinable due to UHV1:

I managed to be so lucky as not to get hit by the plague before 1520 (first big problem), but:

In 1510:
- Guangzhou has size 18, another Chinese city has 16, Edo and Constantinople also have 16, London 15.

at best I manage to hit 16 around 1510-1515, so those cities would be either of the same size or 1 bigger than me.

China manages to survive rather long vs Mongolia on Paragon which is a problem admittedly, but also Japan, England and Konstantinople (whoever has it by then) can be of a size you cant reach by 1520 :/
so basically I need a combination of several lucky factors: China falling to the Mongols, me not getting hit by the plague, Ottomans struggling to conquer Constantinople and England either settling stupid cities to slow its growth or getting hit by the plague before me. Oh yeah and Japan...well

Or we can simply change the UHV to "reach 15 pop in your captial in 1520", rather than messing with codes.
 
Uhhh, citis, it's doable on Marathon for sure, but for the baseline, 17 is certainly not possible.
youtien's solution is likely the most elegant.
 
New commit: Fixed a crash resulting from founding or acquiring cities close to the edges of the map.

The three rings around the city for the new culture mechanic did not take edges of the map into account, creating problems because the X axis did not properly wrap around and the Y axis was not properly cut off, making the game try to access plots with coordinates that didn't exist, which caused the crash. This problem was present ever since the mechanic was introduced, but before I changed how the borders were recalculated in the Polynesia commit it was extremely unlikely to encounter a situation where it applied.

In any case, REAP THIS WEEKEND'S PROGRESS or whatever

Mild compatibility warning: saves will load, but this update might not prevent the crash for continued saves from older versions. Some border weirdness is also possible but I think that's unlikely.
 
New commit: Changed how forts affect culture coverage: now they reduce the culture cost of their tile to 0

City coverage is immediately updated when a fort is built/removed, this usually means that the tile will be immediately covered as before. But forts now won't work anymore if outside of one of your cities' radius.
 
Uhhh, citis, it's doable on Marathon for sure, but for the baseline, 17 is certainly not possible.
youtien's solution is likely the most elegant.

It is doable. Check my strategy here: http://forums.civfanatics.com/showpost.php?p=13011622&postcount=179

I tried it today in monarch normal latest SVN and it is doable for sure. I didn't make it for 1 turns, because my workers were in wrong place. (Well plague was present and I had to face english conquerors just near my capital. However, I misplayed it, workers in wrong position and didn't discover construction, both were mistakes).

If you are lucky you can reach 18 in monarch, normal.
Well, 15 is easy, 16 is experienced-player easy, 17 is moderate and slightly luck-depedent, 18 needs luck and 19 may be undoable (or doable with luck in viceroy).
 
New commit: Changed how forts affect culture coverage: now they reduce the culture cost of their tile to 0

City coverage is immediately updated when a fort is built/removed, this usually means that the tile will be immediately covered as before. But forts now won't work anymore if outside of one of your cities' radius.

Just to understand:
in my last game I owned Samarkand and just outside of my cities BFC there were Sheep & Cotton resources on desert, I built forts on them but it still took a couple dozen turns for them to be part of my culture. With this update will these 2 tiles still become part of my culture if my city has enough culture for tiles in its 3rd ring? Or will non-desert-tiles without forts (or resources) be added first?
 
Actually, scratch what I said before. There is nothing preventing multiple tiles to be covered at the same turn. Since fort tiles require 0 culture they should always be covered immediately if the city has sufficient culture range, even if other tiles come before them.
 
New commit: warning: this commit breaks savegame compatibility.
- buildings now can increase the yield of tiles with specific resources if they have an appropriate improvement
- Persian Apothecary now gives +2 food on improved incense tiles, +1 food on improved silk and spices tiles
- Iranian Caravanserai now gives +2 food on improved incense tiles, +1 food on improved silk and spices tiles
- Mongol Ger now gives +2 food on improved horse tiles, +1 food on improved cow and sheep tiles
- Congolese Mbwadi now gives +2 commerce on improved cotton tiles
- Argentine Cold Storage Plant now gives +2 commerce on improved cow, pig and deer tiles
- Colombian Hacienda now gives +1 food on improved banana tiles, +3 commerce on improved coffee tiles
- Brazilian Fazenda now gives +1 commerce on improved banana, spices, sugar, coffee and tobacco tiles
 
Yes, but it's not all the plan. More focus on Persia will follow soon(ish).
 
New commit: warning: this commit breaks savegame compatibility.
- buildings now can increase the yield of tiles with specific resources if they have an appropriate improvement

One of the best updates ever! I am not even sure I saw this simple feature in any other mod.:goodjob: Looking forward for additional Persian improvements.
 
This could be really powerful, it's good that it's only for civs that need help right now.

The Ger is probably one of the most useful buildings now.
 
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