Current v1.13 Development Discussion

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Dates are impossible to estimate because my time investment always depends on motivation / real life stuff.

Stuff left on the to do list as of now:
- completing the graphics paging stuff
- vassal system changes
- South Asia overhaul
- religion rules change + new religions
 
Ah okay, well in any case I've labeled all related code as "graphics paging"



Saves please. Before entering the new era.

No saves kept. In my first game, Germans had printing press before I discovered astronomy and had OB with me, and I didn't get it when I entered R-era.

So I WBed a new game, gave China every R-age tech and some great scientist to my Japan, then I signed OB, bulbed toward the era, and UP didn't work either.
 
The UP is for all techs known by at least three civilizations you have OB with.
 
Yeah, I hope I can get around to that when 1.13 is released. It'll only be part of the VD module though.

Weren't Bakuel's Indian unit made it to the base modmod? Or was it in VD as well? Still, any inclusion is better than not though
 
The base mod does not have any civ specific units, only culture group unit sets, like BtS.
 
Okay. I couldn't find a way to express that in the UP description without making it horribly convoluted.
 
New commit:
- corrected Porcelain Tower description
- new Mercantilism effect: +1 gold per specialist, +50% gold in capital, no foreign trade routes
- new Guilds effect: +1 gold per workshop and watermill, double production for Forge, Market, Grocer, +1 unhappiness from Bank

Swapped the main Guilds and Mercantilism and added watermill effect to balance it with Agrarianism. Also removed clutter from the Mercantilism effect.

I tried to force a crash / MAF on the 1700 AD map, but I could look at all of it without problems. Still I'm sure there are some errors in the mechanic as tiles in view were not properly revealed until they moved more to the center. I'll get to it tomorrow.
 
Interested to see just how much gold per turn it's possible to pump out now running Absolutism (+40% Commerce) and Mercantilism (+50% Gold) together.
 
Yeah, I have a nerf for them in the works.

And the Absolutism + Mercantilism combo is kind of intentional.
 
New commit:

- new Guilds effect: +1 gold per workshop and watermill

Wait ... gold or commerce? Unlike Civ5 -- BTS tile yields do not produce gold or science directly, is this going to be the very first exception like ... ever?
 
Not sure if intentional but Mercantilism still provides +1 commerce for Workshops.
Will fix it.

Wait ... gold or commerce? Unlike Civ5 -- BTS tile yields do not produce gold or science directly, is this going to be the very first exception like ... ever?
Commerce, sorry.
 
As much as this fix makes sense gameplay-wise, I reiterate, it doesn't make any sense historically - why would Mercantilism offer one gold per specialist and not guilds?

Because Mercantilism is fixated on hoarding gold?

Also +1 Commerce for Watermills with Guilds, why didn't I think of that? Let's see how the current setup looks like:

Farm + Workshop: 2H2C
2 Watemills: 2H2C

Much better balanced than before, but unless you decrease the watermill's build time it still loses out.

On the bright side, you made enough changes about this that my Watemill fanboyism has taken a backseat again to my MLP fanboyism. Kudos I guess.
 
Also +1 Commerce for Watermills with Guilds, why didn't I think of that?
This was a lying awake at 2am heureka moment.

Yep, that's how it works.
 
Pardon me for asking another question about the Japanese UP.

Are the techs only granted only when the player discovers the tech that advances the age or does the player receive them as the other 3 civs with OB discover them?
 
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