Current v1.13 Development Discussion

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The Arabs will flip all of Mesopotamia (minus Sur/Tyre if its a 3000BC game) and Egypt. The Turks will flip any cities in Anatolia that aren't in your core. In addition, the Seljuks will get large conqueror stacks in Anatolia and near Babylon/Baghdad, and the Mongols will get a small number of conquerors on two of your cities when you first meet them.

Assuming your city count remains at 5 or higher, your core will never shrink or move. If your city count ever falls to 4 or fewer, your core will be reduced to just Constantinople. This will not reverse, even if your city count returns to 5+.

EDIT: made an error with the info for Turkey's spawn; see two posts down for correction.

So what happens if Byzantium spawns with less than 4 cities? is their core forever Constantinople?
 
once you switch to free religion -> you no longer have a state religion.
The wonder itself doesnt give that bonus (unless I am incredibly mistaken).

I am currently playing a weird 3000BC-Byz-game where basically everyone collapsed and I switched to Buddhism and built the Shewdagon first thing in Constantinople.
Can't build the Apostolic palace now, however :/

Also there seem to be a few bugs:

1. The AI will sell you slaves for 0/3/13 gold if it thinks you won't be abe to use them (however Spain pays up to 200 gold each, so this can be quite lucrative^^)

2. The amount of Barbarians on Paragon is just too much. I ran several starts for Byzantium, and in >50% Rome (&everyone else "western") was dead at my start.
Stacks of 5 horse archers every 3-5 turns mean that the land north and west of Constantinople cannot be cultivated - and I just lost Rome because 7 Germanic Axemen reached the city the same turn as 6 Germanic Swordsmen (while the defenders were still hurt from the last few Horse Archers).
Mediolaneum, all of Persia and eastern Turkey are all either razed or controlled by Barbarians a few turns into my game

(3.) Probably intended, but why doesn't North Africa count as "Africa" for slave usage? The areas where they can be used in Africa and where they can't are rather difficult to discern as a player
 
There is no difference between barbarians on Emperor and Paragon.
 
New commit:
- Added the Canadian civilization (full credit to srpt)
- Spawn: 1867 AD in Montreal
- Leader: Trudeau
- Color: Pale Red
- Unique Building: Royal Mounted Police (Jail): +2 happiness with Horse
- Unique Unit: Corvette (Destroyer): weaker, but cheaper and faster
- Unique Power: Multiculturalism: Immigrants bring GPP to your cities
- Unique Historical Victory:
- A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific Port in 1920 AD
- The Great White North: Control all of Canada without ever conquering a city in 1950 AD
- Peacekeeping: End twelve wars through diplomacy by 2000 AD
- Enlarged North America to the north to make more room for Canada, extensive terrain changes
- Capes and marshes blocking access to America from Newfoundland only appear when the player controls the Vikings
- added the CN Tower wonder: requires Mass Media, free Broadcast Tower for all cities
 
Isn't the Peacekeeping one extremely hard and luck-dependent?
 
New commit:
- Added the Canadian civilization (full credit to srpt)
- Spawn: 1867 AD in Montreal
- Leader: Trudeau
- Color: Pale Red
- Unique Building: Royal Mounted Police (Jail): +2 happiness with Horse
- Unique Unit: Corvette (Destroyer): weaker, but cheaper and faster
- Unique Power: Multiculturalism: Immigrants bring GPP to your cities
- Unique Historical Victory:
- A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific Port in 1920 AD
- The Great White North: Control all of Canada without ever conquering a city in 1950 AD
- Peacekeeping: End twelve wars through diplomacy by 2000 AD
- Enlarged North America to the north to make more room for Canada, extensive terrain changes
- Capes and marshes blocking access to America from Newfoundland only appear when the player controls the Vikings
- added the CN Tower wonder: requires Mass Media, free Broadcast Tower for all cities

:eek: That was unexpected. So Canada isn't part of Commonwealth anymore :lol:
Spoiler :
Does that mean that Australia and South will be added at some point later?


P.S:
Will you add a Turkic civ? Have you abandonded the idea or you aren't in the mood to code them?

Spoiler :
How about Sweden or Mamluks? Micronesia? Modern Greece! (after seeing Canada's addition I can have hope) I want to play as Arp Aslan. Does creating modmodmods helps?

But in final analysis I'm not even mad. That's amazing! [party]
 
Isn't the Peacekeeping one extremely hard and luck-dependent?
The requirement is probably too high, I want to see how it plays out for people. By the way, both making peace through the diplo interface and via the UN count.

:eek: That was unexpected. So Canada isn't part of Commonwealth anymore :lol:
Spoiler :
Does that mean that Australia and South will be added at some point later?
South is already in the game. To enable it, press 2 on your numpad.

P.S:
Will you add a Turkic civ? Have you abandonded the idea or you aren't in the mood to code them?

Spoiler :
How about Sweden or Mamluks? Micronesia? Modern Greece! (after seeing Canada's addition I can have hope) I want to play as Arp Aslan. Does creating modmodmods helps?

But in final analysis I'm not even mad. That's amazing! [party]
Sorry, I can't hear you over the sound of the flood gates I have apparently just opened.
 
New commit:
- Added the Canadian civilization (full credit to srpt)
- Spawn: 1867 AD in Montreal
- Leader: Trudeau
- Color: Pale Red
- Unique Building: Royal Mounted Police (Jail): +2 happiness with Horse
- Unique Unit: Corvette (Destroyer): weaker, but cheaper and faster
- Unique Power: Multiculturalism: Immigrants bring GPP to your cities
- Unique Historical Victory:
- A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific Port in 1920 AD
- The Great White North: Control all of Canada without ever conquering a city in 1950 AD
- Peacekeeping: End twelve wars through diplomacy by 2000 AD
- Enlarged North America to the north to make more room for Canada, extensive terrain changes
- Capes and marshes blocking access to America from Newfoundland only appear when the player controls the Vikings
- added the CN Tower wonder: requires Mass Media, free Broadcast Tower for all cities

You added Canada?!? Wow, I never thought this day would come!

By the way, perhaps it should be Royal Canadian Mounted Police (since it's RCMP, not RMP)?
 
I know, but the name is kind of long and since you are Canada, it's pretty much redundant.
 
That escalated quickly.
 
Perhaps RCMP Station or something then? It seems odd to have a building called "Royal Mounted Police" in the first place.

Call it the "Mounted Police Station." It keeps the connection to the Mounties obvious while being a fitting name for a building.
 
New commit:
- Added the Canadian civilization (full credit to srpt)
- Spawn: 1867 AD in Montreal
- Leader: Trudeau
- Color: Pale Red
- Unique Building: Royal Mounted Police (Jail): +2 happiness with Horse
- Unique Unit: Corvette (Destroyer): weaker, but cheaper and faster
- Unique Power: Multiculturalism: Immigrants bring GPP to your cities
- Unique Historical Victory:
- A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific Port in 1920 AD
- The Great White North: Control all of Canada without ever conquering a city in 1950 AD
- Peacekeeping: End twelve wars through diplomacy by 2000 AD
- Enlarged North America to the north to make more room for Canada, extensive terrain changes
- Capes and marshes blocking access to America from Newfoundland only appear when the player controls the Vikings
- added the CN Tower wonder: requires Mass Media, free Broadcast Tower for all cities

Mah gawd! It happened!

Will games on previous revisions be compatible with this commit?
 
Sorry, I can't hear you over the sound of the flood gates I have apparently just opened.

I didn't expected you to reply on the spoiler (but why not? you just added Canada, doing unexpected things is possible for a small period of time). But what about Turkic civ?

And some feedback: I already told you about the estimated waiting times. The diplo-music: (attention: the following spoiler is spoiler)
Spoiler :
Vikings? That's the diplomusic of a peaceful civ?
Moreover, it seems you lost a strip of land, there is a foreign tile characterised as Canada somewhere near Montreal, although it is surrounded by core tiles. And some cities in Quebec and lakes don't flip, how am I supposed to take them? And what are the pacific coast tiles?
 
Moreover, it seems you lost a strip of land, there is a foreign tile characterised as Canada somewhere near Montreal, although it is surrounded by core tiles. And some cities in Quebec and lakes don't flip, how am I supposed to take them? And what are the pacific coast tiles?
Which cities don't flip exactly? That Newfoundland doesn't flip is intentional for instance, there are ways to acquire cities that don't involve conquest.

The Pacific coast should be shown in the tile tooltip.
 
New commit:
- Added the Canadian civilization (full credit to srpt)
- Spawn: 1867 AD in Montreal
- Leader: Trudeau
- Color: Pale Red
- Unique Building: Royal Mounted Police (Jail): +2 happiness with Horse
- Unique Unit: Corvette (Destroyer): weaker, but cheaper and faster
- Unique Power: Multiculturalism: Immigrants bring GPP to your cities
- Unique Historical Victory:
- A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific Port in 1920 AD
- The Great White North: Control all of Canada without ever conquering a city in 1950 AD
- Peacekeeping: End twelve wars through diplomacy by 2000 AD
- Enlarged North America to the north to make more room for Canada, extensive terrain changes
- Capes and marshes blocking access to America from Newfoundland only appear when the player controls the Vikings
- added the CN Tower wonder: requires Mass Media, free Broadcast Tower for all cities

Gonna join the crowd here and say I am completely surprised Canada made it in. Two questions though:

1. How active will the Canadian AI be in settling all of Canada? Britain's problem was they would normally only settle up to Winnipeg and leave the rest for America to settle.

2. Is Canada a conditional spawn? Just curious since we already have Argentina and Brazil that way.
 
I assume Canada is conditional on the controller's stability?

That actually gave me an interesting idea: What if, rather than a stability based conditional spawn, the spawn of Canada is based on the main controller's city maintenance being above certain value, maybe compared to the outputs of the core. I am not sure what the balanced number would be, but almost any would be a guess and then adjustment as needed.
 
I assume Canada is conditional on the controller's stability?

That actually gave me an interesting idea: What if, rather than a stability based conditional spawn, the spawn of Canada is based on the main controller's city maintenance being above certain value, maybe compared to the outputs of the core. I am not sure what the balanced number would be, but almost any would be a guess and then adjustment as needed.

I'd think # of cities would be an easier model to follow. If Britain has X amount of cities and they feel they've expanded too much, then it'd make sense to set up a Dominion such as Canada or Australia so that those regions could focus on governing themselves while allowing the empire to focus on other areas.

On that note, with Canada in and the possibility of Australia and South Africa in the future, I'm thinking maybe England's UP needs another change. They're quite powerful enough now with it.
 
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