DOC Quality Mod Compilation

Actually that save crashes on load now. Here's the previous turn
I'm not crashing upon ending the turn in the turn 235 save, and am having trouble debugging the second one. I'll continue to try and see if I can fix it, but could you check to see if you are still having the issue when starting from the previous turn?
 
I can end the 235 turn without crashing as well. It's the 236 turn, after the turkic invaders spawn, that crashes. I am nearly certain it has to do with the spawn
 
Bad news: I was trying to rename my User in Windows so that it doesn't have a whitespace character in it and ended up losing my entire account.

Fixing the crash will have to wait until I get Visual Studio installed and set up again.
 
Bad news: I was trying to rename my User in Windows so that it doesn't have a whitespace character in it and ended up losing my entire account.

Fixing the crash will have to wait until I get Visual Studio installed and set up again.

godspeed, codenaut
 
After quite a bit of testing I have decided to merge the test branch into QMC.

@Elberith Logos I've run the save in the current version until 1200 AD and it didn't crash on my end. If after updating you're still encountering it, I'm not sure how I can help.
 
I'll be honest, Republic has been annoying me for the longest time. Historically, Greece and Rome switched away from it after their conquests, and Carthage only switched to it ~200 years before the Punic wars. In my tests with the added +100% Number of Cities Maintenance, I was very pleased in seeing Rome and Greece switch to Despotism and Monarchy after obtaining an empire. I was pleasantly surprised to see that the Macedonian Empire dynamic name was coded for the Greeks in such an event, and the fact that they became the Mycenaean Empire consistently made me quite happy.

I'm thinking about removing the Specialist Food from Republic. It doesn't really suit the historical roles of Greek and Rome, as well as being a poor starting civic to get them towards their UHVs. I'm going to test and fiddle with new Republic effect:

+100% Number of Cities Maintenance
+10% Military Unit Production
+100% Production of Monument, Barracks

The effect makes it the ideal civic for building an empire, but less ideal for keeping one. This would better synergize with Rome and Greece's UHV of conquest and for helping Carthage players prepare for the Punic Wars. The specific percents and even the entire effect is subject to change of course. This post is more of a heads up that I'm still finding Republic underwhelming, and how I'm intending to "fix" it.

I was very careful in making it's niche distinct from Totalitarianism's as I did not want to encourage a +35% Military Unit Production civic combo. If I remember correctly, the nations that use Totalitarianism would already have a Monument, Barracks, and a good number of developed cities by the time they'd switch, so I am hoping that I'm not creating a monster. As always, I will not implement this until I have tested it to a comfortable degree.

I'd also like to say that I finally feel confident that I know why I don't like Republic, and that I've realized the balance is not the issue, but the disparity between the niche it fills and what it's historical nations need.
 
Last edited:
I don't play QMC, but also keep in mind that the Italian gameplay is heavily shaped around Republic giving +1 Food to Specialists, even going back to when it was City States in the old civics set up.

In fact, the Republic effects you're contemplating are almost entirely useless or detrimental to Italian play -- Italy packs quite a few cities into its core early and has no use for the Republic bonuses.
 
I don't play QMC, but also keep in mind that the Italian gameplay is heavily shaped around Republic giving +1 Food to Specialists, even going back to when it was City States in the old civics set up.

In fact, the Republic effects you're contemplating are almost entirely useless or detrimental to Italian play -- Italy packs quite a few cities into its core early and has no use for the Republic bonuses.
That is true, thank you I forgot about that.

What do you think of adding the bonus Barrack and Monument production to the current Civic and changing the penalty to Distance from Capital?
 
Phoenicia starts with Despotism.

Republic: Penalty is now +25% City Distance Maintenance, added "Double Production for Monument, Barracks"

In my testing, I have seen AI Carthage switch to Republic at the historically accurate date, AI Greece switch to Monarchy and become the Macedonian Empire if they succeed in their conquerors, and AI Rome switch to Despotism at varying times depending on what cities they conquer.

I'm happy to say that I finally find Republic useful for all of the civs that historically ran it.
 
Hi, just a reminder from DoC 1.15: I had some issues with Carthage, and the need to quickly buy lots of war elephants was a main concern, even on easiest difficulty. Did you test UHVs with a human player?
 
Hi, just a reminder from DoC 1.15: I had some issues with Carthage, and the need to quickly buy lots of war elephants was a main concern, even on easiest difficulty. Did you test UHVs with a human player?
I do, but I'm pretty bad at UHVs and they take a while. I'll see if Carthage's UHV is still possible even with unit purchase moved back to Citizenship. Thanks for the heads up.
 
I just ran a game and I can confirm that it's possible to field an army that can repel Rome's first conquerors while also being able to build the Great Cothon. I settled Carthage, Iol, and Oea, kept a Galley near Egypt and Babylonia, and traded techs with Rome, Greece, Egypt, and Babylonia. By the Roman invasion I had an archer, two Atlas Elephants, and 2 Skirmishers in Iol and Carthage, only needing to rush one unit. My four offense units took out the offense units of each of Rome's stacks, and I was able to take their Catapults the next turn. I quickly rushed a couple of War Galleys, and survived the initial invasion having only lost 1 skirmisher.

The only micromanagement I did was in setting Iol to focus Production. I did not hunt goody huts. I deleted all starting units that did not fit on my first trip. I settled Carthage as my first city. I had to reroll a couple times so that Greece didn't build the Great Cothon.
 
Sweden should be conditional spawn. Doesn't make sense for them to pop up when the Vikings already can be Sweden in name and location.
 
Unless 1SDAN changed something, the Vikings cannot be Sweden in name. And it will not move the capital to Stockholm. It still does occasionally settle in Sweden. (But that isn't a problem IMO)
 
Unless 1SDAN changed something, the Vikings cannot be Sweden in name. And it will not move the capital to Stockholm. It still does occasionally settle in Sweden. (But that isn't a problem IMO)
AFAIK I did not change a thing. I did see some images of the Vikings being named Sweden though, but I doubt those were caused by one of my changes.
 
I've seen them named Sweden for a brief moment but they collapsed IMMEDIATELY afterwards. When i spawned as Sweden, Denmark came back as Denmark Norway
 
My Viking empire also was called Sweden despite my only city there was Kalmar. Oddly Sweden's birth also flipped Nidaros
 
Are Ottomans conditional start now? They didn't show up in my game.

Dunno about QMC, but Ottomans are conditional in the main DoC mod. If the Turks never conquer a city in the Middle East (defined as west of Tehran, roughly), then the Ottomans do not spawn.
 
Back
Top Bottom