Dawn of Civilization - an RFC modmod by Leoreth

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Yeah that's the latest mechanic, workers upon settling your first city. You'd have to do it in the first 2 turns though.
 
No, when you do it doesn't matter anymore. That was the whole point of this change.
 
I am not playing on SVN, so how is it calculated in vanilla 1.11?
 
No, when you do it doesn't matter anymore. That was the whole point of this change.

But what if there are cities in your flip zone and they get flipped to you before you settle your own city? In that case you won't get any workers when settling your new city.
 
Just out of curiosity, how come when you settle your capital you sometimes get workers and sometimes don't? How is that calculated?

Is it like randomly chosen turn or a fixed turn? Without knowing how the latest SVN works (woohoo just evolved into v1.11 lol), I suspect it's only scripted for a certain turn and the need to have at least one city. For instance, Ethiopia won't get it's 3 workers if delaying the settling over T1.
 
Can someone remind me how many vassals is the max in DoC?

As far as I recalled what I read of the tidbits of DLL regarding capitulation denials (yeah both peacevassaling and capitulation use the same function), the particularity of RFC is the excuse: "You've grown too powerful!" that is slightly modified in situations. Originally, that was only for peacevassaling to prevent that this last vassal helps you trip the domination limit. Now two other conditions use the same denial:

1) When you already acquired 5 vassals (whatever the mean since the function is for both cap and peacevassaling)

2) When you already acquired 4 vassals and you are the strongest in the world with your powers combined to your vassals+defensive pacts. That one arrived to me in my latest Ethiopia game.
 
Now my turn: how come DoC went from version 1.81 to 1.10 like that? And now it progresses logically? I was at first confused.
 
I am not playing on SVN, so how is it calculated in vanilla 1.11?

I'm not sure exactly what is meant by vanillla 1.11.

In 1.11, 3 workers spawn in your capital on the third turn after your civ's spawn. If you don't found a capital on the first or second turn, you don't get the workers.

An exception was 600BC scenario, where I know the Vikings actually spawn with workers and don't get any subsequent workers on the third turn. This may have also applied to other civs which exist at the start of the 600AD scenario, but I can't recall which ones (if any).

EDIT: A point of confusion sometimes can be raised because the Autoturns occasionally run over by one turn (to turn -1, rather than to turn 0 on the countdown).
 
But what if there are cities in your flip zone and they get flipped to you before you settle your own city? In that case you won't get any workers when settling your new city.
Oh, that's true.

Now my turn: how come DoC went from version 1.81 to 1.10 like that? And now it progresses logically? I was at first confused.
Time travel. (Damn I don't have Knight of Time as my title anymore.)

But technically 1.81 is 1.8.1.
 
I started playing on 1.9. I got it in Summer 2012 and it didn't change to 1.10 until October 2012
 
About 1.2, how many of new features are included? I think features in green are done.

  • Removal of the mercenary component
  • Civic redesign, especially Organization, Society/Labor and Economy columns, replace Expansion column with a Military column
  • Stability redesign
  • Random event cleanup
  • Better trade mechanics
  • Congresses / Apostolic Palace / UN redesign
  • Better AI wars behavior
  • Inclusion of BUG mod
 
It was also rather unelegantly coded.
 
My HUD appears to have stopped working. I am updated to what I believe is the latest SVN. Any ideas as to why this would be?
 
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