Current v1.13 Development Discussion

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Leoreth,

First of all I don't post a lot, but I follow/play this mod religiously. I love it.

People are giving you way to much grieve about the culture changes/canada-is-too-hard/make-more-civs. Thanks for adding Canada. It definitely has some way to go, but as a Canadian I am just stoked to be able to play Canada, and it makes lategame north america so much more interesting.

Comments on Canada.

1.) While there is complaints about the rush for the west, that is spot historical. The inclusion of Vancouver and the rest of British Columbia was a concern for Canada, and there was talks at the time about BC joining US.

2.) I have waited until some of the basic wrinkles have been ironed out, before trying to go for Canada's UHV but I all three of them are very true to Canadian history.

3.) Not a very big gameplay issue, but more of historical accuracy. Canada has never been a "Catholic Nation". If anything for a great deal of our history one could make an argument that we were an Anglican nation of sorts, being under the British Crown (the King or Queen being the head of the Church of England). It makes a lot more sense considering how british cities tend to be protestant, and having the potential of Catholic Quebec cities being unhappy with Anglican British rule simulates our history a lot more. Not a big issue, but its a small change and I think it would go a long way to represent at least the earlier religious tension between English Canada and Quebec.

4.) The CN Tower is spot on aswell.

Overall, very impressed. Thanks.
 
Leoreth,

First of all I don't post a lot, but I follow/play this mod religiously. I love it.
Great to hear!

People are giving you way to much grieve about the culture changes/canada-is-too-hard/make-more-civs. Thanks for adding Canada. It definitely has some way to go, but as a Canadian I am just stoked to be able to play Canada, and it makes lategame north america so much more interesting.

2.) I have waited until some of the basic wrinkles have been ironed out, before trying to go for Canada's UHV but I all three of them are very true to Canadian history.

4.) The CN Tower is spot on aswell.

Overall, very impressed. Thanks.
A lot of credit also goes to srpt, whose Canada modmod laid the groundwork for its inclusion into DoC.

Comments on Canada.

1.) While there is complaints about the rush for the west, that is spot historical. The inclusion of Vancouver and the rest of British Columbia was a concern for Canada, and there was talks at the time about BC joining US.
I know, and I want there to be a race. But there is not much of a race if the US settles there before Canada even spawns, delaying their settlement in the area therefore makes sense.

3.) Not a very big gameplay issue, but more of historical accuracy. Canada has never been a "Catholic Nation". If anything for a great deal of our history one could make an argument that we were an Anglican nation of sorts, being under the British Crown (the King or Queen being the head of the Church of England). It makes a lot more sense considering how british cities tend to be protestant, and having the potential of Catholic Quebec cities being unhappy with Anglican British rule simulates our history a lot more. Not a big issue, but its a small change and I think it would go a long way to represent at least the earlier religious tension between English Canada and Quebec.
So you're suggesting Protestant state religion on spawn?
 
Awe, my mistake. Thank you both Leoreth and SRPT for the Canadian civilization.

Yes, I would suggest that you make Montreal both Catholic and Protestant on spawn (Montreal along with Ottawa are the most bilingual cities in Canada), if its an issue with the first and only Canadian city not having the state religion. It may even help being able to build two different sets of religious buildings for cultural gains to protect Canadian tiles from American encroachment. Going back to the CN Tower, spot on. Our first radio and tv network CBC was government created, and one of its purposes (including providing culture for those northern cities) was to protect Canadian culture from being overwhelmed by American media. No word of a lie, we still have Canadian media quotient laws for television and radio to this day.
 
Must be a residual French mindset :D
 
Quebec was predominantly Roman Catholic, as well as the rest of Lower Canada. Upper Canada was predominately Protestant. The Catholic church held a large sway in Canada until the end of the 1800's.

It makes sense for Canada to spawn as Catholic and then switch to Protestantism, especially if they spawn at Montreal.
 
New commit:
- culture coverage bonus for resources is ignored until the resource is revealed
- corrected culture spread to currently uncovered tiles
- corrected the displayed culture progress to the next covered tile in case tiles are already covered
- Canada now starts with Protestant state religion
- used stricter measures to prevent America from settling in Canada before the Canadian spawn
- bribery and manipulation options during congresses now display their success chance
- congresses establish contact between all participants
- civilizations that voted yes are displayed in the refusal dialog
- reduced relationship penalties for unsuccessful bribes or manipulation
- the AI will always vote against claims if the claimant is a common enemy with the owner
- capes and marsh around Newfoundland appear regardless of human civilization
- reduced the impact of war stability
 
:goodjob: Jubilee commit 800! Time for a party [party]. Great changes. Let's see if I can load Canada without CTD this time.

These daily commits are spoiling us. I cannot help but marvel on this typical German hard work. With this pace we will arrive to religions and map trading in no time. Assuming Polynesia wont get in the way... :rolleyes:
 
I think the main thing for Canada is to encourage more war between Britain and France over Montreal. That's the one downside of having the TC auto build in 1700 as that means they don't have a reason to go to war. It would be more historical for England to kick France out of Canada and spread Protestantism into Montreal rather than France sitting there until Canada spawns in their one city (which by that logic they should be catholic).

As for the rush to the west/settling, maybe Canada should spawn with more settlers? They only spawn with one and only flip up to Toronto, and since there likely isn't any roads built to the west it will take them a while to settle all the way to Vancouver.
 
Canada can get up to 3 Settlers depending on how many cites are settled in the core. Montreal can build a Settler in 2-3 turns, same as Toronto. But ... what do you do when Yanks settle 3 cities in Canada within 2 turns? I had to restart once because of that.
 
Things that worked for Canada start: no 1700 AD CTD, no weird yields, no American cities in Canada.

Things that need more ironing: still CTD on 3000 BC and 600 AD starts, sometimes cultural prediction proves to be incorrect, especially when purple circle predicts expansion into neighbor's culture, but next available neutral tile gets occupied instead. Few civs are building Aztec embassy (Mexico is alive, perhaps they mean them). Spain is always dead, Argentina captured a colony in East Africa :). Also Americans still neglect infertile Arizona while pushing across the 49th parallel without escort, like it is their backyard. But this is how you stop that nonsense:

Civ4ScreenShot0042-2.jpg
 
Things that need more ironing: still CTD on 3000 BC and 600 AD starts, sometimes cultural prediction proves to be incorrect, especially when purple circle predicts expansion into neighbor's culture, but next available neutral tile gets occupied instead.
I've noticed that too, but had to discard the save where that came up. Prediction of the actual next plot in case the immediate next plot is a little complicated because other stuff such as culture range also comes into play.

If you see a wrong circle, please post the save.
 
It's 1280AD and Marrakus still can't access the iron and horse, and ridiculous borders between Marrakus and Al-Jazair.
 

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It's 1280AD and Marrakus still can't access the iron and horse, and ridiculous borders between Marrakus and Al-Jazair.

Move iron 1N1E. Move dye 1N.
Horse: move 1N or 1S3W (1S1W of Marrakus).
 
But why to move something which was there for ages? Just to accommodate new culture mechanics? Isn't it more logical to adjust new mechanics instead?
 
Tried the new update.No more CTDs and strange borders now.Good job.

By the way,will Australia and Sweden be added too?
 
But why to move something which was there for ages? Just to accommodate new culture mechanics? Isn't it more logical to adjust new mechanics instead?

They were placed according to old cultural mechanics, so moving them to accomodate the new system is normal. Is the iron placed there because of a rich and historically important source of iron?
 
But why to move something which was there for ages? Just to accommodate new culture mechanics? Isn't it more logical to adjust new mechanics instead?
This. I think a hill penalty is unnecessary and often annoying.
 
Tried the new update.No more CTDs and strange borders now.Good job.

By the way,will Australia and Sweden be added too?



Random CTDs still an issue :( I wholeheartedly suggest focusing on those before any new modding.
I even provided the smoking gun -- 129 :commerce: on the plot. Most likely an offshoot of infamous overflow bug. Perhaps the memory is leaking under certain circumstances. We badly need to get to the bottom of it before we make "crime scene" even more complicated. Recent CTDs are triggered precisely with addition of new civ (Canada).
 
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