General A New Dawn discussion

...and with a weaker infrastructure they perform poorer in combat too.
I'm not seeing this at all. I'm playing with aggressive AI turned on (Emperor, Huge, Continents, Marathon). The AI is doing unbelievably good in all areas. It's not losing out on it's economy from being more aggressive that I can see.
 
Civ4ScreenShot0100.JPG


Two turns ago, this city had 60+ archers in it. Then I hit end turn and it was almost completely empty??? Not about to lose out on that advantage, I moved my waiting forces over to take it. I just don't know why the Barbarians disbanded so many units?

Also they never really launched any attacks either... This is with Barb World and RAGING Barbarians on, but I never saw more than a few animals and a few warriors. The barbs trained TONS of units in their cities (And frequently disbanded them for some reason?) but sent almost no attacks. I tried lowering the starting civs by five for this game so there'd be more space for them to spawn in. Had little effect from what I've seen. :/

*edit* Yes, I have the Great Wall, but even before that there were no attacks of any kind. That city there had 48 ~ 70 archers for years on end, but they never approached my borders when they were without a Great Wall. I was exploring in the wildnerness, the barb cities were armed to the teeth but they never left it. Sent a few archers/javs to attack my approaching units, but nothing more. My scouts saw very very very few non-animal barbs.

I keep thniking back to that one game some revisions back after Raging Barbarians was revamped. There was hardly a tile without a stack of 30 ~ 50 barbs on it. Many nations fell to them before the Medieval. Every turn was a fight for survival. For some reason, Raging Barbarians has returned to feeling "just like normal civ" where they're barely more than an inconvenience and a source of free EXP and Cities.
 
Were you also using Barbarian World in that earlier game? Raging Barbarians hasn't been modified lately, but if you were not using Barb World or if you were using more civs, that might make a difference. If you lower the number of starting civs while using Barb World, it's obvious you'll have fewer barbarians compared to a game with all starting civs...
As for disbanding units, it might have happened for financial reasons, but I'm not really sure.
 
Were you also using Barbarian World in that earlier game? Raging Barbarians hasn't been modified lately, but if you were not using Barb World or if you were using more civs, that might make a difference. If you lower the number of starting civs while using Barb World, it's obvious you'll have fewer barbarians compared to a game with all starting civs...
As for disbanding units, it might have happened for financial reasons, but I'm not really sure.

I was using Barbarian World in both games yes. I played this one on Huge, the other one was simply Large. I cut five nations off of the starting list on this one so there'd be less in the game, and while there were a lot of units being produced in their cities they never really left them. Do the barbarians even have to worry about finances? They never seemed to before... I always assumed they were immune to needing money and just did their thing as they pleased - the only handicap they played under was the Health/Happiness penalties in cities.
 
My favorites are: SmartMap, Tectonics and Hemispheres.
Some players also love Totestra and PerfectWorld, but I dont, because those don't generate Marches - although generate nice maps...
I modified my Totestra to include marsh terrain and swamp features. I don't recall whether or not it includes Fossils or Ancient Ruins. I don't think so, but can't imagine why not at this point. Will have a look.

Is there a git repo or something for Totestra? Happy to upload what I've done... I like Python, it's easy. :)
 
I modified my Totestra to include marsh terrain and swamp features. I don't recall whether or not it includes Fossils or Ancient Ruins. I don't think so, but can't imagine why not at this point. Will have a look.

Is there a git repo or something for Totestra? Happy to upload what I've done... I like Python, it's easy. :)

If you upload it somewhere, we can included in the next release if it's ok with you, of course giving you credit for it. Just to make sure, are there other changes? Have you used AND version? I ask because I've modified the mapscript myself and it's the one currently used in AND: I've made it possible for some resources to be spawned on mountains, which is not what happens in Totestra by default.
 
I modified my Totestra to include marsh terrain and swamp features. I don't recall whether or not it includes Fossils or Ancient Ruins. I don't think so, but can't imagine why not at this point. Will have a look.

Is there a git repo or something for Totestra? Happy to upload what I've done... I like Python, it's easy. :)

I can't recall any map I've played on spawning Fossils, and the few times that do it's usually just one single copy of it.

If you're pretty good with making tweaks to the map scripts maybe you could find trouble spots on them and fix them for us :king:
 
I can't recall any map I've played on spawning Fossils, and the few times that do it's usually just one single copy of it.

If you're pretty good with making tweaks to the map scripts maybe you could find trouble spots on them and fix them for us :king:

Some map scripts don't even specify resources, like RoM_Continents and RoM_Lakes, so I'm not sure which scripts you are using that don't spawn Fossils.

Fossils are supposed to show up about as commonly as Ancient Relics, but on different tiles. For Relics, it's Desert or Marsh or Grassland/Marsh + Jungle/Swamp, while for Fossils, it's Desert or Grasslands or Marsh or Plains.
 
RoM_PerfectWorld, huge, for me: always one fossil. :) I like it that way.

Relics are plentiful since the ruins event generates them. They could even be cut from map generation.
 
RoM_PerfectWorld, huge, for me: always one fossil. :) I like it that way.

Relics are plentiful since the ruins event generates them. They could even be cut from map generation.

As long as No Events is an option, then we can't assume that events will do anything. I had to add Python code to make Penicillin and Woodstock do what they are supposed to do even if No Events is turned on.
 
Hm... well in the spirit of General Discussion: How about all ordinary events (e.g. Volcano) sharing a trigger requirement that's invisible, but can be toggled. The No Events tickbox really toggles that, not the whole events system. Then special events trigger regardless.
 
Some map scripts don't even specify resources, like RoM_Continents and RoM_Lakes, so I'm not sure which scripts you are using that don't spawn Fossils.

Fossils are supposed to show up about as commonly as Ancient Relics, but on different tiles. For Relics, it's Desert or Marsh or Grassland/Marsh + Jungle/Swamp, while for Fossils, it's Desert or Grasslands or Marsh or Plains.

I can't remember the last time I played on Lakes to be honest... Continents I don't play on anymore since I see Tortega and Perfect World/Mongoose as 'obsoleting' it. Come to think of I haven't played on any of the "Miscellaneous" map scripts other than Rainforest and the Team Battleground maps in a while. I found a 3-wide Maze script somewhat amusing to play on at times.
 
TotestraMarshes file attached. Compare to Totestra with e.g. WinMerge for changes.

I tried generating a few maps: fossils and ancient relics were capable of being added by the script, but fossils were not always added (or perhaps I just overlooked it, easy enough with the wispy grey fossil icon). Both resources were very rare (e.g. one instance on a standard-size map with increased land fraction).

I hope you like how marshes work. They'll only appear near rivers, so if you have a map without rivers you're unlikely to see marshes. I think they're fairly realistic but I'm happy to accept comments and suggestions for improvements.

Cheers, A.
 

Attachments

The rarity might be changeable; I can't remember what the option was but there was a new option added recently (in the XML? Python?) that forced a minimum of a specified resource to spawn for given map sizes, so you could say... Always have a minimum of two fossils on a Large map, or a minimum of five or even just one.

I'll take this for a spin when I can, thanks a lot~!
 
Two late-game things (I like to play Mastery endgames).
  • Paradise civic should be better for stability than Socialized, but it isn't. Socialized is +3 local stability/+3 national stability, while Paradise is only +3 national. I think Paradise should be +4 local stability. Comfortable people should have a lot lower chance of rebelling.
  • Terraforming removes Flood Plains from Deserts that are being terraformed into Plains, but not from Plains into Grasslands. I think it should be the other way around. If you want Flood Plains, you should have to keep them as Plains. (I didn't look into which is actually better, Grassland or Plain/Flood Plain.)
 
Two late-game things (I like to play Mastery endgames).
  • Paradise civic should be better for stability than Socialized, but it isn't. Socialized is +3 local stability/+3 national stability, while Paradise is only +3 national. I think Paradise should be +4 local stability. Comfortable people should have a lot lower chance of rebelling.
  • Terraforming removes Flood Plains from Deserts that are being terraformed into Plains, but not from Plains into Grasslands. I think it should be the other way around. If you want Flood Plains, you should have to keep them as Plains. (I didn't look into which is actually better, Grassland or Plain/Flood Plain.)

I agree, are you adding these changes to your next commit or shall I do it? I can't check now, is Terraforming an XML change or does it need dll work?
 
I agree, are you adding these changes to your next commit or shall I do it? I can't check now, is Terraforming an XML change or does it need dll work?

I'll do it. This particular terraforming change is just a <FeatureStruct> like how some improvements remove forest/jungle.
 
Flood Plains Plains has +1 :food:/:hammers: compared to Grassland, but also gives +0.25 :yuck:, iirc. The unhappiness penalty is clearly lower than the :food:/:hammers: bonuses you get, so Flood Plains Plains wins by far.
 
Flood Plains Plains has +1 :food:/:hammers: compared to Grassland, but also gives +0.25 :yuck:, iirc. The unhappiness penalty is clearly lower than the :food:/:hammers: bonuses you get, so Flood Plains Plains wins by far.
I think Flood Plains Plains are overpowered. In BtS Flood Plains are +1 :food: compared to grassland, and have the disadvantage that they are generally surrounded by desert so you are not likely to be able to use all tiles around a city. In ROM Flood Plains Plains are even better again, and plains are a good tile type as opposed to desert.

Starting in an area with a few Flood Plains Plains is a bit like starting a level easier. On the Earth-like mapscript (Earth 2?) there is always a decent area of Flood Plains Plains in the middle of Russia, and the civ that starts here is always one of the leaders.
 
I've always used RoM_PerfectWorld, which places flood plains exclusively on desert.

Flood plains is a tricky concept because it can mean two things: 1) The river overflows its banks, naturally irrigating the land. 2) The soil is built of fertile river silt.

Realistically people stopped rivers from overflowing long ago. We use levees, irrigation, even pumps now. When a river floods above its banks we call that a disaster. So in that sense worker actions, buildings (like Levee), and technology should remove flood plains. And surely the :yuck: refers to flooding.

On the other hand soils of former floodplains are super fertile, long after people tamed the rivers. If you rip up the pavement the soil's still great for :food:. But fertilizer creates the same soil quality.

I dunno if I'm confusing the issue. Anyway for gameplay I think flood plains are supposed to boost civs situated in a "cradle of civilization" at the dawn of agriculture. Like, prior to artificial irrigation. So flood plains should be significant but rare advantages, their relative value decreasing over time to nil.
 
Back
Top Bottom