maybe even a new, standalone game that could be started from scratch
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maybe even a new, standalone game that could be started from scratch
*sets up a Kickstarter*If we want to change the fundamental ways the original Civ4 engine works, that should either be a separate project or maybe even a new, standalone game that could be started from scratch (of course, the latter is a pipe dream that Leoreth probably doesn't have the time or motivation to pursue).
Not sure what you mean by that. Everything about the mechanic can be changed, but that doesn't mean that everything is possible. AI is a complex interdependent system.Out of curiosity, how set in stone is the way AI settling patterns works? The more I think about it, the more I am favoring sort of a small regions (provinces, if you will, but only 4 -12 tiles each) approach to how the AI settles the map, with more generic maps. The same could probably be approximated with the current system, but I don't think it would work quite as nicely.
More on this if you think the system could change...
Indeed, and I have toyed with this, but it gives you the same result I guess. You have a 'democracy' tree, a 'monarchy' tree, an 'authoritarianism' tree, and an 'oligarchy' tree, for example, and within are the relevant options ('constitutional', 'absolute', et cetera for monarchy). But that's only talking about the government.But you don't have to end there, you can make civics depend on others or have two civics being incompatible.
I view such a system as your civilization's skill tree more than the traditional set of specialization options. There could be a "republican tree" and a "monarchist tree" for instance with different civics associated with it - adopting new civics within a tree could be free while switching would produce anarchy and so on. There are a lot of directions you can take this into.
Wow,i'v just saw the polls again,it seems like many more people want BtS mechanics and content can go if that enables new features and a few say Keep BtS stuff, but RFC mechanics and content are fair game and Keep traditional RFC mechanics, only new content within that framework.
Only for the AI and quite backdoor, because...I think Hippo is asking (correct me if I'm wrong) if it would be possible for DoC to take on a SoI style province system
It goes something like this:incorporate AI settling patterns into provinces, rather than individual tiles. Because of this I think AI settling could become more intuitive and perhaps more spread out. Though I don't know very much about the AI I admit.
Maybe tree wasn't the right word - it's more like branches. You have one civic tree, but branches for different forms of government. So there wouldn't be tabs at all, or really even any explicit tree that you can see, only interdependencies. Whether a civic is a "government" civic doesn't really matter. It's kind of similar how it currently doesn't really matter that a tech is an "engineering" tech mostly (aside of AI and GP purposes). Civics could have lots of dependencies or none at all depending on their context ... which makes them more like fruit in the tree I guess? I forgot where I was going with this.It could work. You'd introduce some kind of tab system, so the basic civic screen of IV is merely one tab, called 'government', on which you see the above options. Go to the tab 'warfare', and you see war related options. However, I can't think of any options that can be so detailed as the above 'government'.
As I said, there doesn't need to be any specific category for stuff to be sorted into, necessarily (although a broad categorization as with techs would be cool). Current civics mostly fall into forms of government (first and second column) and forms of economy (third and fourth column) plus religion and military.Not to mention, the same problem with your proposal crops up; what about the non-government categories? Sliders, like in Europa Universalis?
In the end, I'd say your concept is (by far) the best, from what I can think of, but I suspect you'll have to make 'government' a different thing altogether. Let changes in government create anarchy, and use your system for it, while the rest - warfare, labour, what have you - are more like IV's system. Doctrines, values, culture... Yeah, you could link changes in the other categories to non-unit production (labour), unit production / experience (warfare), culture (values such as free speech and universal suffrage), instead of anarchy?
That's basically scripting AI settlement patterns in its entirety (just with some variance) while completely throwing out its own logic for determining city spots. I don't want to do that much micromanagement to be honest.Only for the AI and quite backdoor, because...
It goes something like this:
- Map is divided up into a bunch of city regions, which each contain some important city or two that one wants to see
- Each tile within a region is weighted to a certain value x out of 100, such that in roughly x% of games in which this region is settled, this tile is settled (the actual specifics here may have to be different, but you get the idea).
- Each region and AI pair has some specific weight, there is some number that determines whether the entire region is historical.
The AI settles according to (in order):
- Does the region have a city in it? If yes, don't settle.
- What is the remaining region with the highest weight? Target it. The AI would have to be given some sort of cheat here to ensure that you don't get stuff like the Netherlands settling Cape Horn (maybe they should start with a bit more revealed on their map).
- Settle city within region somewhat randomly according to the individual tile weights. The one city spacing rule still applies.
So, rather than have a settler map for every single civilization, there are 2 maps and a big table.
The game is currently not multi-threaded. Yes, that means that if you have a quadcore processor, you can divide your effective processing power by four in terms of what is actually available for the game. I agree that improvements are needed here, but the fact that we can only mod the DLL and not the EXE is very limited. C2C does some multi-threading that might be worth looking into.Random question: Is this game multithreaded? I know it's like 10 years old and all, but if it isn't then if it is possible to multithread it, maybe it could be (though I wouldn't doubt it would be a crap-ton of work). One of the only things I dislike about the mod is the slow speed, especially in ~1700 onward, so any speed improvements would be a huge plus for me.
*mysterious music plays*So,what's you're plan Leoreth?what changes do you have in mind?