I'm more worried about the overall increase in available happiness than commerce. Happiness is an important factor for every civ's growth, so I'll better act conservative here, even if one additional resource doesn't feel like much.
Regarding Finland, I propose the folllowing picture.
(Rob's suggestion to grassland some tundra tiles are included, some credit is due there.)
- The inland coast tile is moved 1E to more accurately portray Finland's landscape. The smaller lakes are representated with the additional river to better match these maps and boost the land's commerce. To this end, the river to the south merely represents the east "spike" on the Gulf of Finland but also makes a huge late-game difference by allowing St. Petersburg to work a Levee and denying it from the riverless Novgorod.
- As for the resources, the Copper is moved to the lake's former spot. Now nearly any tile in Finland can work it, and is actually where Tampere, the industrial center of Finland, is located. The Fur to the east serves no other purpose than to increase the global appeal. The best city sites are still the two Vasa's and St. Petersburg to the south.
What do you think?
Oh, and I can see that you have changed something in Sweden!
Do Germany and Russia even need a name there? Tammerfors -> Tampere in say, the Industrial Era, would be sufficient, wouldn't it?Well yes, that's what I meant. Since the change is so insignificant, it's pretty much the same whether it's there or not. See to it as you see fit.
Also, I don't think there should be more than the Viking, German and Russian city maps you're going to need to update with a new Tampere/Tammerfors entry. But remember to add the gradual rename entry also.
That's a pity. Just one question I completely forgot the last time, on which speed did it happen for the first time?Well, after several tries, it seems I can't get the bug to happen again. Maybe you have to invade the turn it gets to size 2 or something, I don't know. But what I do know, is that I'm too tired to keep on reloading and hoping for war with Phonecia and a size 1 Carthage.
Yeah, the UHV is rather easy currently. The general idea was to move them away from their military focus early on, so you'd seriously have to fear losing Sur. I'd like to introduce some conflict later on with Rome, but it seems they don't want Sicily badly enough to start a war over it or settle there before you can.I did try Phoenicia out recently. The problem is that your starting conditions are so bad that if you try to catch up in military techs you don't have enough time to complete your UHV. When Persia took Babylon, I had to build 3 archers (best unit I could build) to defend Sur, and it probably wouldn't have been enough if they had indeed attacked.
There is only one dye resource that is (somehow) a challenge to get : the one in southern Italy, which is also outside your historical area. But why would Rome even want to build a city in S-Italy ? They have far better city sites in the rest of Europe. And after I build Messana, they still build Brindisium 2 tiles away... it's like the crappiest city in the area.
Anyway, I suppose the Phoenician UHV is alright since the 5 cities in Mediterranean is a piece of cake, and you need those cities anyway for the dye UHV.
For the "biggest earth map" UHV, well, next time I'll try harder than exploring all the seas accessible from Sur.
That's a pity. Just one question I completely forgot the last time, on which speed did it happen for the first time?
Huh? What does China have to do with it?Simply adding Theology/Divine Right as Sistine Chapel's secondary requirement would work also. Then again that's China-specific.
I see. Maybe it's some kind of rounding error in food production then ...?It happened on epic speed.
The problem is, the Egyptians didn't live to see the Middle Ages or even later, so how should we know how they'd call their cities? Most of the current names are of Arabian origin, and they still get them quite often when they respawn after Arabia controlled their land (commonplace in the 600 AD scenario).I was wondering about city names. Is there any way that the city names in Egypt get an upgrade... Niwt-rst and other names are a bit... weird... later on in the game (like when I play as Japan, India, or China). Maybe when, either, christianity or entrance into the middle ages could change city names?
Huh? What does China have to do with it?
The problem is, the Egyptians didn't live to see the Middle Ages or even later, so how should we know how they'd call their cities? Most of the current names are of Arabian origin, and they still get them quite often when they respawn after Arabia controlled their land (commonplace in the 600 AD scenario).
Well, China's not a problem anymore because the Sistine Chapel now requires Catholicism.I remember that in the original RFC, China was almost guaranteed to build the Sistine Chapel in 3000 BC and Byzants in the 600 AD starts. I haven't paid so much attention are they still doing it though, so don't take my word for it. Guilds sounds good, especially with later-spawning Dutchland.
elif (iPlayer == iRome):
if (pRome.isAlive() and pRome.isReborn()):
if (self.getGoal(iRome, 0) == -1): #eof error???
if (iTech == con.iBanking):
self.setItalianTechs(0, 1)
for iCiv in range(iNumPlayers):
if (iCiv != iRome):
if (gc.getTeam(gc.getPlayer(iCiv).getTeam()).isHasTech(iTech) == True):
self.setItalianTechs(0, 0)
elif (iTech == con.iEducation):
self.setItalianTechs(1, 1)
for iCiv in range(iNumPlayers):
if (iCiv != iRome):
if (gc.getTeam(gc.getPlayer(iCiv).getTeam()).isHasTech(iTech) == True):
self.setItalianTechs(1, 0)
elif (iTech == con.iRadio):
self.setItalianTechs(2, 1)
for iCiv in range(iNumPlayers):
if (iCiv != iRome):
if (gc.getTeam(gc.getPlayer(iCiv).getTeam()).isHasTech(iTech) == True):
self.setItalianTechs(2, 0)
elif (iTech == con.iFascism):
self.setItalianTechs(3, 1)
for iCiv in range(iNumPlayers):
if (iCiv != iRome):
if (gc.getTeam(gc.getPlayer(iCiv).getTeam()).isHasTech(iTech) == True):
self.setItalianTechs(3, 0)
print ("self.getGreekTechs", self.getGreekTechs(0), self.getGreekTechs(1), self.getGreekTechs(2))
if (self.getItalianTechs(0) == 1 and self.getItalianTechs(1) == 1 and self.getItalianTechs(2) == 1 and self.getItalianTechs(3) == 1):
self.setGoal(iRome, 0, 1)
elif (self.getItalianTechs(0) == 0 or self.getItalianTechs(1) == 0 or self.getItalianTechs(2) == 0 or self.getItalianTechs(3) == 0):
self.setGoal(iRome, 0, 0)