Simon_Jester
Prince
- Joined
- May 13, 2011
- Messages
- 495
No we don't.
I think two, one late-Industrial or early Modern (Empire State) and one late Modern (Burj Khalifa) is about right.
I appreciate the value of introducing more non-Western things into the game, but when we're looking at the era from about 1700-1960, there just aren't a lot of Big Project success stories from the Third World we can point to- it was an age of technological and social imperialism, when the people who had the resources to achieve big projects using the new technology were constantly oppressing and delaying the development of the people who didn't.
I'm running 1.16 with the modified road-speeds. The new Paved Roads
are indeed a gaming enrichment. Many thanks Xyth!
Q: I read that The Colosseum allows (in its city) the unique units
of civilizations in the trade network to be trained. To be certain
about the mechanics, if the Japanese had been extinguished, then I
would not have been able to build Samurai. Yes?
Q: Is it possible to have "Samurai" rather than "Heavy Footman"
visible in the build queue? This would facilitate build decisions
without having to continuously check up on which civilisations have
appropriate unique units and who is in the trade network. Further,
it would resolve the following issue: What happens if there are 2
distinct unique unit versions for a given unit available? I would
like to be able to choose either, directly from the build queue.
I built the Hagia Sophia, then conquered several Hittite cities with their Huwasis (modified Monuments, giving +2 hammers), which I was then able to keep. Very nice! I received a message explaining that these Huwasis replaced standard Monuments.
However, as I had Stonehenge, I also automatically received Monuments in these cities. Cool! But perhaps this is a bug rather than a feature? It wouldn't happen with any building other than with the replacement-Monuments and the situation would be even more powerful for the conquerer if they also had a unique Monument, say the Egyptians with their Obelisk. I personally like the effect and advocate its retention but I imagine that opinions may vary on this.
I'm glad you're enjoying them. There's been feedback from several people that they dislike standard roads not giving any movement bonus. I've proposed reverting them to 1/2 movement cost and making Paved Roads give 1/3 movement cost, with 1/4 after Cartography. What are your thoughts on this?
It's possible but it is potentially a performance issue. The code currently triggers whenever the city with the Colosseum builds a unit, which is just once in a while. In order to make the UUs visible in the build queue I'd need to attach the code to a check known internally as 'canTrain'. The problem is that the 'canBuild' check is called a LOT; each AI civ calls it multiple times every turn so attaching code to it could slow turn times down.
I agree it would be the ideal solution though (for both the player and the AI) and I'd like to do some testing to see how manageable it would be.
EDIT: UGH! I did a preliminary test, just enabling the Python callback for canTrain without attaching any code to it all... and turn times slowed by about a factor of 10! Definitely ruling this solution out.
That wasn't an intentional feature but I'm okay with leaving it in. There are a few other quirks with captured UBs; for example a city with a captured Forge replacement instead of an actual Forge is, due to a bug in BTS that I can't fix, unable to build the Eiffel Tower or be counted towards the Ironworks requirement. So the occasional beneficial quirk certainly doesn't hurt.
In some ways I'm actually tempted (if it's possible) for the Hagia Sophia to allow you to capture UBs and let you build the normal version as well. You'd thus get the benefit of an entire extra building, not just the UB 'bonus'. This would solve all such quirks but I would probably balance it somewhat by raising the cost of the wonder and making it go obsolete at some point.
OK, but my second issue remains. If there are multiple possible unique units, the result is an Easter Egg for the player! Which unit is chosen? What happens if trade is broken off during construction? The unit reverts to the standard?
Today's game demonstrates that Walls can be built in former Celtic cities with Duns.
Sire, we have built new walls around the old walls!
I like this feature more and more!
I like the proposed Hagia Sophia modification.
If there is more than one UU matching the unit being built then one will be chosen randomly from the available options. It's all determined the moment the unit is finished, so if the trade network is broken during construction you'll just get a normal unit.
So I invest 80 hammers for a Swordsman and I might either get a Legionary worth 100 hammers or a Jaguar Warrior worth 70. A god in the machine! I'm liking it.
That's right, so long as the Romans and/or the Aztecs are in the game and connected to your trade network. I probably need to word the pedia description a bit better.Eucalyptus said:So I invest 80 hammers for a Swordsman and I might either get a Legionary worth 100 hammers or a Jaguar Warrior worth 70. A god in the machine! I'm liking it.
Xyth said:It's possible but it is potentially a performance issue. The code currently triggers whenever the city with the Colosseum builds a unit, which is just once in a while. In order to make the UUs visible in the build queue I'd need to attach the code to a check known internally as 'canTrain'. The problem is that the 'canBuild' check is called a LOT; each AI civ calls it multiple times every turn so attaching code to it could slow turn times down.
I agree it would be the ideal solution though (for both the player and the AI) and I'd like to do some testing to see how manageable it would be.
EDIT: UGH! I did a preliminary test, just enabling the Python callback for canTrain without attaching any code to it all... and turn times slowed by about a factor of 10! Definitely ruling this solution out.
After some more thought, I'm liking it less: If the Aztecs are the only other suitable civilization with a Swordsman replacement, then the build investment is always poor, as the Jaguar is weaker than the Swordsman. Worse, I can't even ask for the normal Swordsman. Building The Colosseum then yields a negative return that can't be cancelled out.
Could the outcome be made a player choice at the moment of construction? A windows pops up:
"You have trained a Swordsman in The Colosseum in Bibracte. Your foreign gladiators can train this unit in their special skills. Choose:
. Aztec Jaguar Warrior
. Roman Legionary
. Swordsman"
The AI could be coded to choose based on raw strength, then promotions.