Dawn of Civilization - an RFC modmod by Leoreth

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I think running Forced Labor or Mercantilism. There is also a third civic which allows to keep already existing slaves but not acquire new ones I think, or maybe that was Mercantilism. I don´t really know, I rarely play farther than the Medieval Age due to my weak computer not being able to handle later eras.

No, no, I mean I can create specialists in some cities but not in others. I am running forced labor.
 
What are the requirements for creating a slave specialist?

this is actually explained in the ingame-civipedia.
You need to run either Slavery, Agrarianism or Mercantilism to use Slave Specialists (or Slave Plantations) and you need to run Slavery to create some yourself. This can happen by defeating native African Units (Impi/Pombos) or if you have a city in sub-Sahara-Africa which has at least a population of 6 you can create a Slave via the "draft" button (however currently you can't do that if you have the possibility to draft units for example via Topkapi or Civics)
 
this is actually explained in the ingame-civipedia.
You need to run either Slavery, Agrarianism or Mercantilism to use Slave Specialists (or Slave Plantations) and you need to run Slavery to create some yourself. This can happen by defeating native African Units (Impi/Pombos) or if you have a city in sub-Sahara-Africa which has at least a population of 6 you can create a Slave via the "draft" button (however currently you can't do that if you have the possibility to draft units for example via Topkapi or Civics)

I'm not talking about slave units, I have plenty of those. Certain cities allow me to settle them as slave specialists, some don't. Take a look yourself: View attachment Harun al-Rashid AD-1487 Turn 826.CivBeyondSwordSave

After you look at it, can you explain how I still have anarchy instability after revolting eight turns ago?
 
I'm playing SVN so I can't check your saves.

But yeah, you cannot settle them in "Europe". This includes the "Moor" core but they can be settled east from Carthago.
This has to do with historicity or so, since African slaves weren't really used in Europe but they're supposed to be usable in their oversea-colonies.

Concerning your instability: I think in your version Anarchy gives a permanent small malus. There should be a big temporary one that goes away and a smaller one that just stays.1
 
I'm playing SVN so I can't check your saves.

But yeah, you cannot settle them in "Europe". This includes the "Moor" core but they can be settled east from Carthago.
This has to do with historicity or so, since African slaves weren't really used in Europe but they're supposed to be usable in their oversea-colonies.

I guess that makes sense... I don't really get why Armenia is considered part of Europe, though.

Concerning your instability: I think in your version Anarchy gives a permanent small malus. There should be a big temporary one that goes away and a smaller one that just stays.1

I don't buy that. -11 stability?

EDIT: Whew! Finally went.
 
I agree that core cities should be immune to flips. But if the 80/20 thing is changed to apply to city plots as well, that would have kinda the same effect - at least it's quite unlikely that you'll get 80% culture on a city plot. Gonna take quite the effort in any case.
Yeah, but another thing that needs to be taken into account is the "cannot spread culture into foreign cores except from cities in that foreign core" rule, which complicates this further.

It's probably easier to just make core cities immune to flips.
 
What exactly is the HRE -> Prussia mechanics as of now? I was a bit surprised when I spawned in Frankfurt as HRE, doesn't that flip to Prussia later on? I'm sorry but havent played any of them in ages, so guess I need to catch up a bit before starting a game. How much does Prussia flip?
 
Yes, Frankfurt flips to Prussia. Prussia flips basically all of the German Empire, but your core will also shift to Austria, so don't worry too much about your stability tanking too much once they spawn.
 
Yes, Frankfurt flips to Prussia. Prussia flips basically all of the German Empire, but your core will also shift to Austria, so don't worry too much about your stability tanking too much once they spawn.

Is this an SVN addition? Frankfurt doesn't flip in v1.11.
 
I'm pretty sure they flip to Prussia if the player is the HRE, but I could be wrong. The AI is protected from losing their initial capitals to flips no matter what.
 
Frankfurt as settled by the AI will not flip to Prussia in 1.11. If you want there is a fix that also makes the capital switches in Europe happen again in the last post of the Bug thread.
 
Yes, Frankfurt flips to Prussia. Prussia flips basically all of the German Empire, but your core will also shift to Austria, so don't worry too much about your stability tanking too much once they spawn.

But if you have a big empire..and lost Frankfurt and Hamburg and stay with a only city in core.. you will be in a very bad situation..based on the new stability system..
 
Sure. Just do the following:
- open the scenario you want to edit with the first available civ
- enter world builder
- delete all units (don't exit the WB or you will lose the game)
- make your changes
- save your changes but don't directly overwrite the scenario
- open your save and the original scenario with Notepad++
- copy the part below ## begin map ## into the original file, overwriting the corresponding entries

If you create new land it won't be on anyone's settler and stability maps, of course.

Wait, I should or should not also delete all improvements, cities, and roads?

EDIT: Hey, I just looked in Notepad and it lists the location of cities and units in the map section!
 
Did I say anything about improvements or cities? I should've been more precise with the units, though.

The starting stacks are not part of the scenario files, but are created by the Python code when a civ spawns (including civs that spawn on the first turn). If you don't delete them before saving the scenario, they will be there before the stack is created when playing the scenario, which leads to twice the amount of units. So you should always delete the starting stack. Everything else you delete will actually be gone from the new scenario you create.
 
Did I say anything about improvements or cities? I should've been more precise with the units, though.

The starting stacks are not part of the scenario files, but are created by the Python code when a civ spawns (including civs that spawn on the first turn). If you don't delete them before saving the scenario, they will be there before the stack is created when playing the scenario, which leads to twice the amount of units. So you should always delete the starting stack. Everything else you delete will actually be gone from the new scenario you create.

What about established civs like China or Byzantium? Do I have to delete all the units on the map or just the ones that are part of spawning stacks?

And so getting rid of Herat and replacing it with a better Afghan city in WB will actually make it part of the scenario?

EDIT: Did a huge overhaul of the entire map; game crashes on first turn. There's no error message, just "Civilization IV has stopped working."
 
What about established civs like China or Byzantium? Do I have to delete all the units on the map or just the ones that are part of spawning stacks?
You know the tile they start on, these are devoid of units in all scenarios. So you have to delete all units in that plot, but no others.

And so getting rid of Herat and replacing it with a better Afghan city in WB will actually make it part of the scenario?
Yes!

EDIT: Did a huge overhaul of the entire map; game crashes on first turn. There's no error message, just "Civilization IV has stopped working."
Hard to say, it's probably safer to make changes in smaller increments so you can easier identify what causes the crash.
 
You know the tile they start on, these are devoid of units in all scenarios. So you have to delete all units in that plot, but no others.

I'm doing 600AD. They start with established empires.

Hard to say, it's probably safer to make changes in smaller increments so you can easier identify what causes the crash.

#moddinglessonlearned

Take a quick look at the save please (the ingame save, no units have been removed yet) and tell me if anything's obviously wrong. I know you don't have time to locate and fix my personal glitch, but it might be something easy: View attachment Tang Taizong AD-0600 Turn 181.CivBeyondSwordSave
 
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