Imperator Knoedel
Simperator Knoedel
If only real life worked that way.As soon as clean power is available, clean power will be used.
If only real life worked that way.As soon as clean power is available, clean power will be used.
What is the logic behind outdated civics? How do you know which of your 6 civics are the outdated ones? I assume it's by era, which civics belong to which eras?
if iTotalitarianism in civics:
if iStateParty in civics: iStability += 5
if iDespotism in civics: iStability += 3
if iRevolutionism in civics: iStability += 3
if iCentralPlanning in civics: iStability += 3
if iDemocracy in civics: iStability -= 3
if iConstitution in civics: iStability -= 5
if iSecularism in civics: iStability += 2
if civics.any(iTolerance, iMonasticism): iStability -= 3
if iCentralPlanning in civics:
if iEgalitarianism in civics: iStability += 2
if iStateParty in civics: iStability += 2
if iCentralism in civics: iStability += 2
if iEgalitarianism in civics:
if iDemocracy in civics: iStability += 2
if iConstitution in civics: iStability += 2
if civics.no(iSecularism) and civics.no(iTolerance): iStability -= 3
if iIndividualism in civics:
if civics.any(iRepublic, iDemocracy): iStability += 2
if iFreeEnterprise in civics: iStability += 3
if iCentralPlanning in civics: iStability -= 5
if civics.any(iRegulatedTrade, iPublicWelfare): iStability -= 2
if iTolerance in civics: iStability += 2
if iTheocracy in civics:
if civics.any(iIndividualism, iEgalitarianism): iStability -= 3
if iDeification in civics:
if civics.any(iRepublic, iDemocracy): iStability -= 3
if iCurrentEra <= iClassical:
if iRedistribution in civics: iStability += 2
if iSlavery in civics: iStability += 2
if iVassalage in civics:
if civics.any(iIndividualism, iEgalitarianism): iStability -= 5
if civics.any(iFreeEnterprise, iCentralPlanning, iPublicWelfare): iStability -= 3
if iTributaries in civics: iStability += 5
if iCurrentEra == iMedieval:
if iMonarchy in civics: iStability += 2
if iManorialism in civics: iStability += 3
if iRepublic in civics:
if iCitizenship in civics: iStability += 2
if iVassalage in civics: iStability -= 3
if iMerchantTrade in civics: iStability += 2
if iCentralism in civics:
if iDemocracy in civics: iStability -= 5
if iRegulatedTrade in civics: iStability += 3
if iClergy in civics: iStability += 2
if iCurrentEra == iRenaissance:
if iMonarchy in civics: iStability += 2
if iDespotism in civics:
if iSlavery in civics: iStability += 2
if iNationhood in civics: iStability += 3
if iCasteSystem in civics:
if iCitizenship in civics: iStability -= 4
if iClergy in civics: iStability += 2
if iSecularism in civics: iStability -= 3
if iMultilateralism in civics:
if iDespotism in civics: iStability -= 3
if iTotalitarianism in civics: iStability -= 3
if iEgalitarianism in civics: iStability += 2
if iTheocracy in civics: iStability -= 3
if iMonarchy in civics:
if civics.any(iClergy, iMonasticism): iStability += 2
if iElective in civics:
if iCentralism in civics: iStability -= 5
if iConstitution in civics:
if iDemocracy in civics: iStability += 2
if iRevolutionism in civics:
if civics.no(iSecularism) and civics.no(iTolerance): iStability -= 3
if iRegulatedTrade in civics:
if iManorialism in civics: iStability += 2
if iMeritocracy in civics: iStability += 3
if iIsolationism in civics:
if civics.any(iMerchantTrade, iFreeEnterprise): iStability -= 4
if civics.any(iRegulatedTrade, iCentralPlanning): iStability += 3
if iMeritocracy in civics: iStability += 3
# Civics (eras and techs and religions)
if iCivicLegitimacy == iVassalage:
if iCurrentEra == iMedieval: iCivicEraTechStability += 2
elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5
if iCivicReligion == iDeification:
if iCurrentEra <= iClassical: iCivicEraTechStability += 2
else: iCivicEraTechStability -= 2 * (iCurrentEra - iClassical)
if iCivicGovernment == iRepublic:
if iCurrentEra <= iClassical: iCivicEraTechStability += 2
elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5
if iCivicTerritory == iIsolationism:
if iCurrentEra >= iIndustrial: iCivicEraTechStability -= (iCurrentEra - iRenaissance) * 3
if tPlayer.isHasTech(iRepresentation):
if iCivicGovernment not in [iRepublic, iDemocracy] and iCivicLegitimacy not in [iRevolutionism, iConstitution]: iCivicEraTechStability -= 5
if tPlayer.isHasTech(iCivilRights):
if iCivicSociety in [iSlavery, iManorialism, iCasteSystem]: iCivicEraTechStability -= 5
if tPlayer.isHasTech(iEconomics):
if iCivicEconomy in [iReciprocity, iRedistribution, iMerchantTrade]: iCivicEraTechStability -= 5
if tPlayer.isHasTech(iNationalism):
if iCivicTerritory in [iConquest, iTributaries]: iCivicEraTechStability -= 5
if tPlayer.isHasTech(iTheology):
if iCivicReligion in [iAnimism, iDeification]: iCivicEraTechStability -= 5
if iStateReligion == iHinduism:
if iCivicSociety == iCasteSystem: iCivicEraTechStability += 3
elif iStateReligion == iConfucianism:
if iCivicLegitimacy == iMeritocracy: iCivicEraTechStability += 3
elif iStateReligion in [iZoroastrianism, iOrthodoxy, iCatholicism, iProtestantism]:
if iCivicSociety == iSlavery: iCivicEraTechStability -= 3
elif iStateReligion == iIslam:
if iCivicSociety == iSlavery: iCivicEraTechStability += 2
elif iStateReligion == iBuddhism:
if iCivicReligion == iMonasticism: iCivicEraTechStability += 2
elif iStateReligion == iConfucianism:
if iCivicTerritory == iIsolationism: iCivicEraTechStability += 3
Oops. My bad.That is the list to get civic combinations. The era bonusses/penalties is done by another part of code. If the iCivicEraTechStabilty value is negative for human players, it is halved.
Spoiler :Code:# Civics (eras and techs and religions) if iCivicLegitimacy == iVassalage: if iCurrentEra == iMedieval: iCivicEraTechStability += 2 elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5 if iCivicReligion == iDeification: if iCurrentEra <= iClassical: iCivicEraTechStability += 2 else: iCivicEraTechStability -= 2 * (iCurrentEra - iClassical) if iCivicGovernment == iRepublic: if iCurrentEra <= iClassical: iCivicEraTechStability += 2 elif iCurrentEra >= iIndustrial: iCivicEraTechStability -= 5 if iCivicTerritory == iIsolationism: if iCurrentEra >= iIndustrial: iCivicEraTechStability -= (iCurrentEra - iRenaissance) * 3 if tPlayer.isHasTech(iRepresentation): if iCivicGovernment not in [iRepublic, iDemocracy] and iCivicLegitimacy not in [iRevolutionism, iConstitution]: iCivicEraTechStability -= 5 if tPlayer.isHasTech(iCivilRights): if iCivicSociety in [iSlavery, iManorialism, iCasteSystem]: iCivicEraTechStability -= 5 if tPlayer.isHasTech(iEconomics): if iCivicEconomy in [iReciprocity, iRedistribution, iMerchantTrade]: iCivicEraTechStability -= 5 if tPlayer.isHasTech(iNationalism): if iCivicTerritory in [iConquest, iTributaries]: iCivicEraTechStability -= 5 if tPlayer.isHasTech(iTheology): if iCivicReligion in [iAnimism, iDeification]: iCivicEraTechStability -= 5 if iStateReligion == iHinduism: if iCivicSociety == iCasteSystem: iCivicEraTechStability += 3 elif iStateReligion == iConfucianism: if iCivicLegitimacy == iMeritocracy: iCivicEraTechStability += 3 elif iStateReligion in [iZoroastrianism, iOrthodoxy, iCatholicism, iProtestantism]: if iCivicSociety == iSlavery: iCivicEraTechStability -= 3 elif iStateReligion == iIslam: if iCivicSociety == iSlavery: iCivicEraTechStability += 2 elif iStateReligion == iBuddhism: if iCivicReligion == iMonasticism: iCivicEraTechStability += 2 elif iStateReligion == iConfucianism: if iCivicTerritory == iIsolationism: iCivicEraTechStability += 3
It happened twice in a row as Rome. I razed no cities (or even invaded for that matter), so obviously I did not expand outside of my core area. I my civics were historically accurate but I guess now I can double check.Yeah, like they said, go to financial advisor and see if there is anything bringing your stability down big.
Maybe you razed a lot of cities? (this actually adds a lot of instability if you are not careful, and caused me to collapse a few times when I first started playing)
Also make sure your civics are not a lot of "red" colors when combined.
If you are over extended, you might have too few population in your core area, compared to the cities outside the core area. Building JAILS in cities outside the core area can help eleviate this, but if you are desperate you can tell your cities outside the core to stop growing or to starve themselves to become smaller. Try to get as much population in your core as you can if you want to expand far. (Im guessing you own egypt, which has very large cities, which can cause instability through its high population)
It happened twice in a row as Rome. I razed no cities (or even invaded for that matter), so obviously I did not expand outside of my core area. I my civics were historically accurate but I guess now I can double check.
When are buildings added to the Settler's new power of adding several buildings at once in existent cities? For example, Factories can be founded by Settlers much later than they're available.
Speaking of which, I've seen cities lacking certain buildings in the 1700 AD scenario so Settlers can use their ability.
You can enable Polynesia by going into GlobalDefinesAlt in the XML file and changing their occurence to 1. However everytime I've done that they just sit on their starting city without any expanding and build archers until they collapseI was going back to the first page (don’t know if the discussion still relevant), but someone asked if Polynesia could also be an ai instead of player only. Your response was basically “but historically Polynesia just kept to themselves so adding them would be pointless.”
The possibility that more powerful civs could capitulate them (or outright wipe them out), sounds like a legit reason to me.
Unrelated I was playing a game as Rome and my civ collapsed for no apparent reason. I did not contradict the decisions that Rome made historically, such as invading land that they did.
I also didn’t lose cities to other players or barbarians. Why did I collapse?
Settlers give exactly the same buildings that are present when a city is founded. Those are era based and the era where a building becomes available for free is defined on a per building basis.When are buildings added to the Settler's new power of adding several buildings at once in existent cities? For example, Factories can be founded by Settlers much later than they're available.
Closest there is is Rhye's Rhye's Catapult mod for Civ V.Are there any high quality equavilent mods for this available with civ v or vi ?
They would have to be added to the mod. There's been some discussion, but it hasn't been done yet. I'm hoping that once the new map is done, new civs can start being added.How to make Aboriginal playable?