Dawn of Civilization - an RFC modmod by Leoreth

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Standard_time_zones_of_the_world.png


Japan is only at +9, so if we have no Kiwis it'll probably be the Australians first. Unless we have someone living in Kamchatka.
 
Timezones make absolutely no sense.
 
Just look at your own country, not sharing a time zone with any of its neighbors, but instead with Iraq and Saudi Arabia. Or Spain's in relation to the UK's. Or Nepal's +5 and 3/4. Or China's monolithic +8 stretching from +5 to +9 ...
 
Yeah, and the International Date Line is supposed to cut Kiribati into half lol. How cool it is if 1 country with the left side in 2014 and the right side still in 2013 lol.
 
My own country... sometimes take very interesting decisions, unfortunately.

Try to look the Timezone border between Indonesia-Indochina vs Malaysia-Singapore;
its very beautiful
 
Your economic growth over ten turns is compared to the average economic growth in the world.
 
Are there really that many fluctuations?

I would expect the economic stability to fluctuate in case you're expanding (first growth from the new cities, then penalty when the growth slows down again). Are you researching with the 0-100 method?
 
Okay, with low population the loss from whipping probably has a significant effect.

Although I don't necessarily view it as a bad thing that you have to spread out your whipping over a longer period of time to avoid fluctuating stability.
 
How is military stability calculated?
 
Your war score compared to your enemy's war score against you. In case of multiple wars, the ratios are combined using an average weighted by every war's combined war score.
 
Your war score compared to your enemy's war score against you. In case of multiple wars, the ratios are combined using an average weighted by every war's combined war score.

How is the war score calculated then? Is that related to the "war weariness" factor that you can see when you hover over an enemy's name in the diplo screen?
 
No, it's unrelated to war weariness (although actions that cause enemy war weariness are likely to also increase your war score). War score is an AI variable that determines how well you're doing in a war against someone else, and influences how the AI behaves in peace negotiations. You mainly get it by defeating enemy units and conquering their cities.

In a bit more detail, I calculate the percentage of war score generated by you in every war. So for instance, a war in which both have a war score of 20 you have 20 / (20+20) = 50%, if you have 30 and your enemy 20, the result is 30 / (30+20) = 60% and so on. You receive positive stability when being over 50% (up to a maximum of +10 for 100%) and negative stability when being below 50% (up to a maximum of -25 for 0%).

Positive stability scales linearly with your war score above 50%. War score below 50% has a logistic scaling, which means that negative war score grows faster than linear in the 25-50% range and slower than linear in the 0-25% range.
 
First I want to express my thank for your tremendous mod work here. Its a pleasure to see that this excellent mod is improving further. I follow your SVN updates and just want to know if there is any rough time schedule when you will release official V.1.12?
 
No, it's unrelated to war weariness (although actions that cause enemy war weariness are likely to also increase your war score). War score is an AI variable that determines how well you're doing in a war against someone else, and influences how the AI behaves in peace negotiations. You mainly get it by defeating enemy units and conquering their cities.

In a bit more detail, I calculate the percentage of war score generated by you in every war. So for instance, a war in which both have a war score of 20 you have 20 / (20+20) = 50%, if you have 30 and your enemy 20, the result is 30 / (30+20) = 60% and so on. You receive positive stability when being over 50% (up to a maximum of +10 for 100%) and negative stability when being below 50% (up to a maximum of -25 for 0%).

Positive stability scales linearly with your war score above 50%. War score below 50% has a logistic scaling, which means that negative war score grows faster than linear in the 25-50% range and slower than linear in the 0-25% range.

Can we see the war score somehow in the game, or is there any way to count the war score myself? Better, can you display that score in-game? So player can analyze and come up with better strategy.
 
First I want to express my thank for your tremendous mod work here. Its a pleasure to see that this excellent mod is improving further. I follow your SVN updates and just want to know if there is any rough time schedule when you will release official V.1.12?
I've recently posted my remaining to do list, how quickly I can get that done depends on my free time. Maybe by the end of January.

Can we see the war score somehow in the game, or is there any way to count the war score myself? Better, can you display that score in-game? So player can analyze and come up with better strategy.
I think it should be pretty obvious when you are winning a war, or what you have to do to win a war.
 
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