Current v1.13 Development Discussion

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Now that this annoying crash is out of the way I can finally deal with all of these little things.
 
New commit:
- reduced computation time for collapses
- majority culture instead of owner decides city style
- units on impassable feature can still be attacked (but advancing into the tile after a victory is still impossible)
- all foreign culture in cities is flipped on spawn
- increased overall costs for techs from the Industrial and Modern eras
- fixed a bug that decreased costs for all techs in later scenarios
 
xpost
 
You know how Leroreth says 'rename the new folder' as the last step? How do you find the folder?

edit: figured that out but still having trouble.
 
What is computation?
I'm talking about the overall time spent on collapses.

Wow! I wonder how it will work with Ethnic City-Styles when it will be compatible.
Yes, the ECS mod only changes the art styles for civilizations. The decision whose art style to use is separate and therefore compatible.
 
Actually, I had hoped to get more done by now.
 
Higher late tech costs? Poor Canada. ..
 
Since everyone suffers equally, not much has changed, other than that other civilizations will have less of a headstart.

Canada still needs help, but the situation isn't possibly worse than before.
 
New commit: WARNING: this revision breaks savegame compatibility.
- city art style is cached instead of constantly recalculated to save turn time

That was necessary to save time introduced by the new "majority culture" rule, but it should also speed up Varietas Delectat a bit.
 
There was this earlier discussion about map trading. What did you decide in the end? I dont think it offers so much to the game given the horrific computing time. I know the map anyway...
 
Nothing really ...
 
What about embassies? I have never built one and by the time they are available contact is so easy anyway. And they provide no other benefits.

It is just a production sink for the AI which always builds one in the end.
 
I have to agree on that one. Some other bonus would be helpful for the AI (trade routes to that nation provide extra commerce, perhaps?), if not just eradicating them entirely.
 
What about a free plain gold bonus? Lets say 100 gold upon completion of an embassy.

We could also tie a wonder to embassies, like the Marco Polo embassy. It could give each embassy a free trade route or something.
 
embassies give +2 spy points towards that civ

embassies have always been used to hide a nations intelligence officers amongst the employees. So it would make sense that they not only keep contact but also give you insight into what they do.
of course this bonus should only be applied to the embassy that was built and not the "free" counterpart in the other civs city
 
I think removing them is the best solution. The best way to represent an embassy is just to park one of your units somewhere. This might reduce the total number of contacts but then again this will save turn time :)
 
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