Dawn of Civilization - an RFC modmod by Leoreth

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Agree. But I think that the Caribbean's resources are spread out so heavily is because Rhye wanted to allow multiple viable city spots to represent as many Carribean islands as possible. I'll look if there's some ressource to be added or peak to be removed.
 
Okay, after I've finally gotten rid of an annoying problem, the tile stability display works. I've used the same color code as the wiki's stability maps, so that there are now five categories:

Core Area: No penalty, but you mustn't allow enemy cities here.
Historical Area: No penalty.
Unstable Historical Area: a historical plot that happens to be in another civ's core; expect instability and possible revolts.
Foreign Area: Expanding brings a penalty after a tolerance is exceeded.
Foreign Core Area: a foreign plot that happens to be in another civ's core, worst possible stability.

Edit: I just realised that screenshots don't include the cursor. It's above England, Ireland and Netherlands, respectively.
 
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.

Interesting. I suppose most human players playing a European civ wouldn't choose to found their first New World city in the Caribbean. The Turk's +x commerce idea to Caribbean sugar sounds good.

The idea to have something work as a fudge factor to help boost cities in specific areas as opposed to entire civilization modifiers might work well in a couple of other areas around the world. In particular I'm thinking about Rhodes which could finally have a fort scripted in to give Pheonicians early access to copper :P


(Back on topic. This isn't a big deal or anything, but a two tile Hispanola might make the Caribbean much more appealing as well. But making changes to the map prolly means reworking settler maps, city name maps and changing around other islands to make things look right...)

Agree. But I think that the Caribbean's resources are spread out so heavily is because Rhye wanted to allow multiple viable city spots to represent as many Carribean islands as possible. I'll look if there's some ressource to be added or peak to be removed.

I had thought Rhye's map was the one included in the game.
 
Okay, after I've finally gotten rid of an annoying problem, the tile stability display works. I've used the same color code as the wiki's stability maps, so that there are now five categories:

Core Area: No penalty, but you mustn't allow enemy cities here.
Historical Area: No penalty.
Unstable Historical Area: a historical plot that happens to be in another civ's core; expect instability and possible revolts.
Foreign Area: Expanding brings a penalty after a tolerance is exceeded.
Foreign Core Area: a foreign plot that happens to be in another civ's core, worst possible stability.

Edit: I just realised that screenshots don't include the cursor. It's above England, Ireland and Netherlands, respectively.

w00000t!!!!! Programmers make the world go round. Looks amazing Leoreth!
 
I agree with you Dcode, maybe the Caribbeans could be slightly larger than normal, maybe not to the point europe is, but big enough to make it hospitable for players, human and AI alike. I rarely see AI cities in the Caribbeans.
 
Oh, I often see them settling there. Their cities are just not as sprawling as they should be. I'll see what I can do.

I had thought Rhye's map was the one included in the game.
Sure, that's the one I meant.

w00000t!!!!! Programmers make the world go round. Looks amazing Leoreth!
Thanks. Maybe I would be a little prouder if it hadn't taken three hours (and the worst problem was not even directly programming-related), but I'm still fairly proud :lol:
 
please share how you did this with other modmoders
 
I already upload my modmod with the complete sourcecode. :mischief: What? :D

Of course everyone is free to ask if there's interest. It's basically copy & paste for everyone who knows how to compile a DLL.
 
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?

Maybe I'm confused too. Someone suggested that the Viking get a UP which allows coastal vessels to go on ocean tiles; though I like the idea, it could allow the Vikings to contact the New World Civs too early and destroy any chance for the Spanish UHV.
 
Maybe I'm confused too. Someone suggested that the Viking get a UP which allows coastal vessels to go on ocean tiles; though I like the idea, it could allow the Vikings to contact the New World Civs too early and destroy any chance for the Spanish UHV.

As far as I know, Leoreth isn't currently considering changes to the Viking UP. In the latest version of the mod, non-ocean-going vessels are permitted to enter ocean if the ocean tile is within vessel civilization owner's cultural borders.
 
This is a normal Civ feature, by the way, and it suffices to get to Vinland (but only there).

I don't quite understand why it's necessary to change the UP.
 
This is a normal Civ feature, by the way, and it suffices to get to Vinland (but only there).

I don't quite understand why it's necessary to change the UP.

Well, loosing Iceland for Greenland/Vinland isn't the best trade-off.
 
Ok Leoreth, got a few suggestions and comments.
I think it would be great if the Carthage, Mayan, Greek, and Babylonian slots were replaced for better modern civs in the 600ad start (suggested civs Canada, Argentina, Australia, and Prussia).
Wien isn't a great historic choice for the Holy Roman Empire. A better choice would be Frankfort/Mainz--plus vienne was at the borders of the empire for a long time.
Prussia could get Koningsburg (but I know you know that already).
I do love ur mod though!! And that you will take suggestions. :D
Also-- what's up with the babylonian unique power's effect? I know that its Rhye's, but... you've changed others. Maybe the UP should be changed to have whatever capital city you choose to use be considered "Babylon".
--> I prefer to play as the Babylonians and any change to improve would be great. Maybe also make their unique building quicker to build? maybe make it a granary?
 
Prussia? So maybe 4 new civs should be: Prussia, HRE (we already have Germany), Austria and Austria-Hungary? XD

Wow, that'll really lead to a fight to the death in Central Europe ;)

I think Austria is fine, if you guys want to add it, but Prussia is pushing it a bit too far. If we were to add Prussia, then we should AT LEAST first add Korea and Canada
 
Anyone had trouble with two cities being called Qart-Hadasht when other civs distinguish between Carthage ad Carthago Nova?
 
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