Current v1.13 Development Discussion

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Or you just reload, reload, reload, until you get a start where you can conquer Constantinople first.
I would love to hear from other players if even one of them didn't go that 2nd route and was successful.

It is all about difficulty. Just loaded 600 AD default difficulty default speed, 1 Pikeman and 2 Archers (not even Longbow!) in Polis. Captured with minimal losses. Byzantines collapsed on turn 3.
 
thats a lucky save.

I did a normal difficulty start before by accident and they had pikemen, longbows and cataphracts.

edit: still, I managed to do pretty much the same in my game as well, but that didn't help, I think you'd need to flip a big stack of byzantine units in the turkish cities as well
 
no, I but I don't think it will be much different there. You still need to fight the same civs which all are pretty much at their peak by that time and which had a lot more time to build units.
The Paragon difficulty level imho mostly makes barbs stronger and increases your tech & maintenance costs, none of which is really a problem in that situation (yet).
Or do you get twice as many starting units on Regent? That would change things.
Well there you go. UHVs are balanced for Regent (previously Monarch). Not all of them are supposed to be possible on Emperor/Paragon, although I'm sure people will manage with Turkey.

And the difficulty setting influences almost everything, including AI production, tech and upkeep costs. That most civs around you were so powerful certainly was largely due to Paragon.
 
thats a lucky save.

I did a normal difficulty start before by accident and they had pikemen, longbows and cataphracts.

edit: still, I managed to do pretty much the same in my game as well, but that didn't help, I think you'd need to flip a big stack of byzantine units in the turkish cities as well

Second save in a row, now Paragon. 2 Heavy Swordsmen, 1 Pike, 1 Cat. Unfortunately the Bursa hill did not have a road this time. BY the time I marched to Polis, 3 more units reinforced the city. I still can take it if I sacrifice all my siege weapons, but yeah, Paragon is harder.

I agree that defaults need to be the only thing that matters. Paragon is for brags/fun, Regent is to simulate the history.
 
New commit:
- increased the number of immigration events
- York is now properly renamed to Toronto
 
I've noticed that diplomatic contact with far away civs seems to last a lot longer than in vanilla RFC. Out of curiosity, did you change any code with diplomatic contact from the base mod?
 
New commit:
- increased the number of immigration events
- York is now properly renamed to Toronto

:goodjob: Time to roll that Canada start again. I am very curious to see how Canadian UP actually work in practice (never seen a screenshot even).
 
I haven't tested if Canada actually ends up with more immigrations.
 
New commit:
- corrected Canadian starting civics
- cities of civilizations you are at war with cannot be demanded during congresses
- changed the way military stability is calculated
 
New commit:
- corrected Canadian starting civics
- cities of civilizations you are at war with cannot be demanded during congresses
- changed the way military stability is calculated

Does that apply to the AI? Please tell me it applies to the AI... please... :cry:
 
Yes, it applies to everyone.
 
Okay here is the new thing I'm working on:
- city culture can extend no further than the third ring
- cities gradually cover the tiles around them as their culture increases (no wait for border pops on new culture levels anymore)
- more culture required to fill the entire second ring
- properties of the plot influence how much culture is required to cover it: more for instance for Ocean, Desert, Peaks, less for tiles with bonuses, floodplains or river connections
- tiles get covered according to their cost (cheapest ones first)

I made this change for a couple of reasons:
- the old rules were intended for BtS where cities could be placed a lot further apart
- the second ring could be reached too easily (10 culture is nothing) and after that culture was usually irrelevant
- cities with a lot of culture could cover vast areas of the map, especially with the fourth ring
- the gradual coverage makes up for the increased overall cost, it might take longer for the entire third ring, but the more useful tiles become available earlier (also it makes for more realistic borders instead of BFCs everywhere)
- dynamic tile costs are used to make sure useful tiles are available first (bonuses) and that borders follow geographical situations more realistically (for instance, deserts are covered last)

I still have to fine tune the costs and deal with some unintentional behavior, but in general it works well already.

Spoiler :
attachment.php
 

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Awesome! This is like the realistic borders mechanic in C2C and other mods. I hoped you would add something like that. :goodjob:
 
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

I noticed in my current Viking game that's not happening and the marshes/cape tiles aren't there. Here's a save to show you what I mean.
 

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I noticed in my current Viking game that's not happening and the marshes/cape tiles aren't there. Here's a save to show you what I mean.
Thanks for the save! The problem will be fixed with the next commit.
 
New commit:
- New culture rules
- instead of culture expansion when a city reaches a new culture level, the covered tiles gradually expand as a city gets more culture
- city culture can only extend up to the third ring
- more culture required to cover the entire second ring
- properties of the plot influence how much culture it takes to cover it (more for desert, peaks ..., less for tiles with bonuses or river connections, making for more geographically appropriate borders)
- tiles get covered in order of their culture costs (cheapest first)
- Oasis yields reverted to BtS settings (+3 food, +2 commerce)
- capes and marshes to block human Vikings in Newfoundland now properly appear
- Indian settlers are cheaper now

CAUTION: this commit breaks savegame compatibility.

Note: I'm not done implementing this. Especially the interface needs to be adapted to the new rules, including:
- the BUG notification for culture expansion needs to appear when a new tile is about to be covered
- culture required for the next tile should be displayed in the city screen somehow (current plan: the culture level bar is replaced until all tiles are covered)
- if possible, if the next covered plot is in the BFC, display it in the city screen
 
New commit:
- New culture rules
- instead of culture expansion when a city reaches a new culture level, the covered tiles gradually expand as a city gets more culture
- city culture can only extend up to the third ring
- more culture required to cover the entire second ring
- properties of the plot influence how much culture it takes to cover it (more for desert, peaks ..., less for tiles with bonuses or river connections, making for more geographically appropriate borders)
- tiles get covered in order of their culture costs (cheapest first)
- Oasis yields reverted to BtS settings (+3 food, +2 commerce)
- capes and marshes to block human Vikings in Newfoundland now properly appear
- Indian settlers are cheaper now

CAUTION: this commit breaks savegame compatibility.

Note: I'm not done implementing this. Especially the interface needs to be adapted to the new rules, including:
- the BUG notification for culture expansion needs to appear when a new tile is about to be covered
- culture required for the next tile should be displayed in the city screen somehow (current plan: the culture level bar is replaced until all tiles are covered)
- if possible, if the next covered plot is in the BFC, display it in the city screen

Hooray! Next is the tech rate, right?
 
I won't get to actually playing as them soon, so that will have to wait.

In other news, I started with the supposedly hardest part, but it turned out to be pretty easy:
Spoiler :
attachment.php

If the next plot to be covered is in your BFC, it will be marked by a purple circle.
 

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