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![]()
I hope you're not mistaken between Embassies and Emissaries
Embassies are building
The AP definitely does that, and I think the UN as well.I have an idea for contact with the removal of embassies:
Building UN establishes permanent contact with all civs.
Since everyone has reps there, civs would always be in contact (plus it comes with mass media).
Also, maybe apostolic palace could allow for permanent contact with all catholic civs via church infrastructure? Unless that's too much.
Ah, I was afraid of that. The SDK and I don't see eye to eye I'm afraid, so nevermind.None of the things you mentioned have hidden modifiers, but you can find the ones that do in CvRhyes.cpp in the CvGameCoreDLL folder.
You're actually right. Heh, guess you learn something new everyday.If I'm not mistaken, you can open it with Notepad.
First of all, I already have some plans to change how spawns and flips work (basically the entire Rise and Fall mechanic) to help new civs expand if they are supposed to while also protecting them from being rushed and destroyed in their early existence. This will also get rid of gamey, annoying and or arbitrary rules such as extended AI flips and unit desertion.Some problems with overall gameplay:
1. One of the European civs get Italy. They become far stronger than the rest of Europe.
2. The strongest civ, usually Spain, France or England starts to colonize. Germany isnt that powerful abroad. Portuguese can be strong but often tech backwards (which is fitting).
3. The strongest civ/s get huge empires. They tech insane.
4. New world civs spawn. No flip penalty for the old civs. They keep their tech advantage.
5. New world civs flip small areas. Old civs keep most of the cities. Old civs have tech, pop, city and military advantage. New civs cannot compete.
6. Old civ win.
Unless I play one of the European civs and kill off competitors. So what I am missing:
1. The old 10+ cities tech penalty. Or something similiar.
2. Stability penalty when many of your cities flip (imperialism penalty).
3. Larger flip areas for AI. Human can get historical areas despite smaller flip zone.
4. Would it be possible with a "civ that collapses within ten turns of spawn, spawns again within these ten turns" rule? Too many civs are destroyed on second turn.
Yeah, source code is usually compatible with at least a text editor, if you don't want to compile it that is.If I'm not mistaken, you can open it with Notepad.