Dawn of Civilization - an RFC modmod by Leoreth

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This isn't a big issue, but how do you think AIs would fare if the conqueror's event was triggered not by contact with the Amerinidan civ, but rather by contact with first land unit? That way it may be more likely that cities such as St. Augustine or Santo Domingo would be founded prior to the fall of those empires.
 
Although the bigger problem with Spain is that it's way easier to build a settler in Tenochtitlan after you conquered the Aztecs, but still.

I think in Civ 3, the nationality composition of the city in which you built the settler in affects initial nationality composition of city founded. Maybe something could be done there to distinguish between Spanish-people-founded cities as opposed to Aztec-people-founded cities? Another possibility may be to use the RoC solution of ramping up settler costs after certain technologies. This would reward settler creation using what are typically larger cities back in the European homeland. Creating settlers using homeland cities could be further rewarded by doing something like reducing settler cost by 25% if the city is... [insert something typical of homeland cities such as "a certain size", "be one of x closest cities to a palace" or "in dark green stability map area"]

Maybe if settler costs are ramped up, one effect of the resettlement civic could be "reduce dark green stability city settler costs by 25%"
 
This isn't a big issue, but how do you think AIs would fare if the conqueror's event was triggered not by contact with the Amerinidan civ, but rather by contact with first land unit? That way it may be more likely that cities such as St. Augustine or Santo Domingo would be founded prior to the fall of those empires.
It would be more complicated to code, and the chance that the AI would get the conqueror event would be even lower, I guess. The chance that there is no unit contact during the timeframe between Optics and Astronomy is rather low anyway.

I think in Civ 3, the nationality composition of the city in which you built the settler in affects initial nationality composition of city founded. Maybe something could be done there to distinguish between Spanish-people-founded cities as opposed to Aztec-people-founded cities? Another possibility may be to use the RoC solution of ramping up settler costs after certain technologies. This would reward settler creation using what are typically larger cities back in the European homeland. Creating settlers using homeland cities could be further rewarded by doing something like reducing settler cost by 25% if the city is... [insert something typical of homeland cities such as "a certain size", "be one of x closest cities to a palace" or "in dark green stability map area"]

Maybe if settler costs are ramped up, one effect of the resettlement civic could be "reduce dark green stability city settler costs by 25%"
If you're right about the nationality of cities, then it's a brilliant idea. I never paid any attention to it, but that might be the case.

I'm very sympathetic towards a general "+400% settler costs for all cities outside the core area" rule as well. Good ideas! :)
 
Cape feature? Has that been implemented yet?
 
Why does Germany spawn at Wien? I would play this mod but I hate ahistorical capitals and the AI will always build in place. Plus Wien is a terrible city site.
 
Why does Germany spawn at Wien? I would play this mod but I hate ahistorical capitals and the AI will always build in place. Plus Wien is a terrible city site.

The plan was to make the Holy Roman Empire turn into Austria, and Prussia/Germany would spawn in the 1700s.
 
Cape feature? Has that been implemented yet?

Yes it is implemented in the latest patch. One place they exist is at the Cape of Good Hope around where Cape Town is. Essentially they prevent the passage of non-oceangoing vessels while functioning as coasts in all other respects.
 
Will that ever happen? Or has that idea been scrapped?

I hope it happens, otherwise it means playable Byzantium in this mod has been scrapped.
 
But UHV's aside, I guess it makes sense to have a "secret corridor" for the viking ships to go through, I just wouldn't want the English, or others exploiting it to.

You mean "The Power of Longboats" for Vikings: can cross oceans within cultural borders?
 
You mean "The Power of Longboats" for Vikings: can cross oceans within cultural borders?

How would you stop them from running into the Aztecs and Incas, not to mention rounding Cape of Good Hope too early?
 
How would you stop them from running into the Aztecs and Incas, not to mention rounding Cape of Good Hope too early?

Impassable capes are strategically placed in areas to prevent nonocean-going vessels from rounding the Cape of Good Hope or from early North American settlements southwards to Central and South America. I suppose it is possible for Vikings and Aztecs to meet up. But that would require both Vikings and Aztecs to actively send units to Vinland. Very unlikely for AIs to do.

I suppose the only other case in which this may be an issue is if cities placed in cape locations grow to have >500 culture. But that seems very likely as well and in which case the player should prolly deserve some reward bigger than simply meeting another civ :D
 
Impassable capes are strategically placed in areas to prevent nonocean-going vessels from rounding the Cape of Good Hope or from early North American settlements southwards to Central and South America. I suppose it is possible for Vikings and Aztecs to meet up. But that would require both Vikings and Aztecs to actively send units to Vinland. Very unlikely for AIs to do.

I suppose the only other case in which this may be an issue is if cities placed in cape locations grow to have >500 culture. But that seems very likely as well and in which case the player should prolly deserve some reward bigger than simply meeting another civ :D

Well, I know about the capes, but the Vikings can pass those on the open ocean. The AI generally does send ships out to explore, at least in my games. Perhaps they can be coded not to go to those places...
 
Well, I know about the capes, but the Vikings can pass those on the open ocean. The AI generally does send ships out to explore, at least in my games. Perhaps they can be coded not to go to those places...

My apologies. Maybe I still don't quite follow. If you're concerned with an AI city having too much culture to render the capes useless, then maybe a solution that requires less coding would be the make the capes a bit wider?
 
From how I remember my map (yes, sometimes I forget what I've changed ;)), dcode147 is right that you'd need a 500 culture city to bypass the Newfoundland capes, which is enough of a hindrance I think. The other capes are even more forgiving (a ten culture Cape Town is enough to get around them, for instance), but that's okay. The capes are meant to stop workboat exploits and early contact between Europe and East Asia, and that still works.

For Wien, I think the site is better than Berlin (especially considering its many intersections with other good cities). From a historical point of view, Wien was the Imperial capital from the 15th century until 1806, while Berlin only became a prominent city after it became the capital of Prussia 1701 (and German capital not before 1871). I'm still not too happy with the site, especially considering the AI behavior, but currently it's the best option.

Prussia and Byzantines are still planned, it depends on the success of my Italy endeavour how they'll be implemented. That said, I'm still not happy with my current project (tile stability display), so even that will take some time.
 
Actually, IMO the best city placement is Budapest and 1N of Berlin (can't remember the name). But none of those cities were the capitol of Germany anywhere in history, so it will have to be suboptimal city placement for the AI. You can always change your own city placement as you wish.

Also, I think you could try to make the Caribbeans a better settling site, for I can't find a single interesting city between the peaks and the jungle, while in the 17th century it was the economic center of the new world.
 
In the 1600's the Caribbean was the economic center of the world?
Perhaps the Sugar industry, but the real economic power lay in India and China who made up most of the world's economy at the time
 
Read more closely: "new world". Which indeed was true.

I only don't know how to help that area produce more commerce, there just isn't enough space.
 
just add more resources perhaps? Or you could have an event pop-up saying that these island will get a boost in sugar refinement, or something, from the 1600's -1800's ? I think that sounds goo
 
Maybe you could remove some peaks and/or add a sugar. And you could maybe implement pearls as a resource in the game like in other modmods, which give commerce bonus. Also one of the main problem when considering a good settling position is that the resources (and even the workable land) in the Caribbeans are scattered, so you have 2 or 3 city spots not on a resource, and each give you access to like 1 sugar and 1 clam, and 7 tiles of water. So obviously it's never going to be productive, but neither is it more interesting than settling in S-Am for example were you have tons of tiles to use, +some tiles of water and even some resources.
 
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