Current v1.13 Development Discussion

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Ok, didnt know that. So instead of changing modifiers for new and old civs you could just adjust the large pop penalty? After all, Rome was said to stagnate because of the success of the empire (need of innovation was very low).
 
Why not count food consumed? That would be even fairer, right?
 
Ok, didnt know that. So instead of changing modifiers for new and old civs you could just adjust the large pop penalty? After all, Rome was said to stagnate because of the success of the empire (need of innovation was very low).
I could try this, but as I said the first step would be figuring out if this is even the right point to address.

Why not count food consumed? That would be even fairer, right?
Every population point consumes 2 food, what's the difference?
 
Because it can take a long time for cities to grow. But it's not at all an issue of course.
 
I still don't see your point. It always holds that [total food consumed] = 2 * [total population]. There is literally no difference.
 
I have the following opinions, as I believe their change would bring about a better outcome:
• Please reinstate the move to plot of victory mechanic. Workers now are not capturable, battles with cities can take several years more as workers cannot be captured in groups anymore, and the scale of the world should not allow for riflemen to shoot hundreds of miles away while standing their ground.
• The scripts that make settling west Canada unfavorable to non-Canadian civilizations should be extended. I did not have enough time to stop the US from overrunning it; and I'll be damned if anybody expects me to take on the US military as Canada.
• What ever happened to the mechanic that allows you to resurrect civilizations? The option isn't there anymore. Furthermore, I think even dead civilizations (such as Tibet) should be an option. Why remove the option? If a nation wants to do it, they should be able to. If a human player didn't want to, he doesn't have to with the option being there.
• The clam added to Amsterdam makes Hamburg an insane superpower if Amsterdam is razed.
• I would reduce the tendency of the US becoming a vassal to Britain.

Question: when running secularism, does religious unity still give stability? does having many religions still give instability?
 
The mechanic to resurrect civilizations has not been removed. Civilizations can only be returned in appropriate time frames, the rules are the same as for random resurrections.
 
As for your other point, new commit: Fixed increased use of movement points on attack introduced by the attack on impassable features change
 
New commit:
- art style is now immediately updated even for cities currently in view
- cities are initialized with the correct art style (no additional turn neccessary)
- even without VD independent city art styles are now dependent on region
- when determining the player with highest culture for art style purposes, independent and barbarian culture is ignored
- fixed compatibility with VD
 
The art style associated with independent civilizations, which was either European or Barbarian, not sure. I don't even know if there is a difference between those styles.
 
What city art styles were the Independent Cities using before?

It depended on the region. I.e. indie Samarquand was middle eastern, indie Mukden was far eastern and indie Athens was mediterranean.
 
It depended on the region. I.e. indie Samarquand was middle eastern, indie Mukden was far eastern and indie Athens was mediterranean.
No. Before the commit, that was only the case with VD.
 
Re the research penalty for big empires, wouldn't it be better to reintroduce a penalty for number of cities, to make old European civs with lots of small colonies worse at researching ? Having both penalties in (smaller than when they were on their own of course) would avoid ICS and growing super cities both, and would make the American civs more viable especially for the AI.
 
But it's not as if they are getting much out of those small cities. It's population that creates research.
 
New commit:
- fixed claim selection during congresses to account for cities that change hands during turns
- fixed post-war congresses so that a player-controlled losing civ cannot make any claims
- added a new congress introductory message in case you are on the losing side of a war
 
I think a research penalty for tech leader and a discount for techs already discovered by other civs are both necessary.
 
Yeah, I think I will look more into the latter soon.
 
Am I interpreting the betrayal code in Python correctly; do units no longer flip, but are they instead cloned (at least for human players)?

EDIT: I wasn't, units still flip. Time to change that. :p
 
My plans to change the spawn mechanic are taking shape in the background, unit desertion will definitely be gone then.
 
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