Bastian-Bux
King
- Joined
- Mar 29, 2006
- Messages
- 788
Yeah, culture is troublesome in scenarios. As USA in 1940 you can easily squish Canada and Mexico in a few years if you make intense use of Sushi and Radio.
One suggestion that just came into mind would be a python script, running at game start, that adds 100,000 culture (or any other value, this would need to be balanced dependant on Scenario start) to any plot for the civ that has the most culture in this plot (if anyone has).
This would ensure that present borders cannot be pushed easily at game start, and prevent occurences such as the frequent cultural flips of spanish and venetian cities to rome in the 1500 AD scenario - every time I play this, Rome flips at least Caligari, Palermo, Durezzo and often even Venice.
However, I am not as fluent in python as to supply such a script.
Best Regards,
Ace / Martin
# ace - culture solidifier - start
iIndex = 1
while iIndex < gc.getMap().numPlots():
iIndex = iIndex + 1
owner = gc.getMap().plotByIndex(iIndex).calculateCulturalOwner()
if owner > -1:
gc.getMap().plotByIndex(iIndex).changeCulture(owner,10000,False)
# ace - culture solidifier - end
# ace - culture solidifier - start
iIndex = 1
while iIndex < gc.getMap().numPlots():
iIndex = iIndex + 1
for iPlayer in range(gc.getMAX_PLAYERS()):
iCulture = gc.getMap().plotByIndex(iIndex).getCulture(iPlayer)
iCulture = iCulture * 999
gc.getMap().plotByIndex(iIndex).changeCulture(iPlayer,iCulture,False)
Airport: +25 trade route commerce
I like this idea, but just out of curioistiy...
...if this replaces the trade route that the Airport normally grants, will it increase or decrease the total trade revenue?
I don't know if that is possible. I can check. Two reasons I've chose Supermarket instead of Bank 1) It make a bit more sense for supermarket to increase the trading demand (hence +1 trade route) than a bank does; 2) Supermarket is later technology; Banking seems too close to Currency.Is it possible to edit XML in a way that Buildings get properties when techs are known?
The idea would be something like:
As long as you have the Corporation tech, you get +1 trade routes from Banks.
Personally, I would rather have Banks give +1 trade routes than Supermarkets. Especially with the Computers tech (wired money transfer).
Supermarkets are already very powerful with their Health bonus, as are Grocers.
Best Regards,
Ace
Not really. Don't forget in GEM, see tiles get +1 hammer. Those small islands are not that useless in itself. They can be built up like other land cities do. Once they have market or Grocer, they will still benefit from intercontinental trading.I guess my comment on the trade route issue is, I do not like the proposed change.
Why have a small island colony with the proposed change? They are just drains now (a way to nerf civ's with small islands) and provide no benefit.
If the purpose is to add a nerf to weaken certain countries or modify a behavior you do not like that is one thing, but as a economic reality trade routes are a derivative of ; distance, resources, access, frequency.
So with the proposed change, the only reasonable choice under some of the existsing scenarios, would be to free the small islands into colonies which would push up the number of civilizations in the game, correct?
I removed the trade route Airport originally gets because:
Originally, Currency, Corporation and Airport gets +3 trade route.
Now, Market, Grocer and Supermarket gets +3 trade route already.
So the number of trade route one can get should be the same as before. Note also that, in the default Civ4 setting, Harbor gets +50% trade commerce. The new setting, Harbor +25%, Airport +25% would make it the same as the civ 4 standard as well.
In summary, my idea is not to change the commerce generated from trading. The idea is to make trading not as something you can get for free.
Another change I wanted to make. A minor one:
Power Plant / Shale Plant's prereq tech change to Electricity from Assembly Line. I am reviewing the tech tree and found this original setting to be very odd.