General A New Dawn discussion

Was there ever an attempt to model refugees (or just emigrants) more elegantly with respect to the revolutions mod?
In case of a revolt (event), shouldn't there be an option to maybe let population corresponding to foreign culture let go to some other civilization (gain points, and some recieving cities gain population accordingly)? In what circumstances would the "home"-civilizations not want to take them "back"?
Similarly, what about a revolt, where foreign culture is no factor? Could there be an option to let the revolting part simply emigrate to another civilization willing to take them? At what cost/to which effect (besides +/- population)? What about war-weariness?

Does this even sound interesting or could it rather make the whole revolution thing too easy?
And maybe, this could be a point in diplomatics too (besides being an option in the revolution events)? What do you guys think?
 
Was there ever an attempt to model refugees (or just emigrants) more elegantly with respect to the revolutions mod?
In case of a revolt (event), shouldn't there be an option to maybe let population corresponding to foreign culture let go to some other civilization (gain points, and some recieving cities gain population accordingly)? In what circumstances would the "home"-civilizations not want to take them "back"?
Similarly, what about a revolt, where foreign culture is no factor? Could there be an option to let the revolting part simply emigrate to another civilization willing to take them? At what cost/to which effect (besides +/- population)? What about war-weariness?

Does this even sound interesting or could it rather make the whole revolution thing too easy?
And maybe, this could be a point in diplomatics too (besides being an option in the revolution events)? What do you guys think?

I don't think this will ever really happen, simply because the Revolutions mod's code is.... Cumbersome to work with from what I've heard. Not a lot of people are keen on messing with it if they can avoid it.

As for the idea itself, I dunno. If I'm understanding right, what you're suggesting is draining the population of a city while heightening another's?
Not sure what to think of that personally, especially since the cities generally want to leave your empire alltogether most of the time :lol:
 
To tell the truth, I'm not sure it's worth it; and I'm rather reluctant to include new features which require a lot of additional coding. I still feel we should mainly work on solving existing bugs.
 
I think those could be really cool features, but I've also heard that the revolutions code is a mess to work with. I think for any features to be added or refined in the revolutions mod, it would have to be mostly rebuilt from the ground up. Which is probably doable if the aim is to just recreate similar behaviour without worrying about coding it the same way, but that would still be a lot of work. And then more work to reintegrate it into mods like ROM-AND. I doubt it will be done.
 
Migration could be a good feature (though not essential), but definitely not part of the revolution. As Resca said: the cities generally want to leave your empire alltogether most of the time . Rebellious citizens don't want to leave their hometown, rather they want more freedom / independence for their city.
 
AncientEurope/Mediteranean had a migration feature that was dependant on unhealth/happiness and some other things.
Sometimes the nearby cities would have their pop raised (Like a reverse Flu/BlackDeath event) or an immigrant unit would spawn and you could do whatever with it - even settle them back in the very city they wanted to leave :p
 
How exactly does RevDCM's "Battlefield Terrain/Effects" feature work? It says that it reduces productivity on tiles where massive prolonged battles take place on (makes sense) but does it give any indication as to if a tile's suffering from that, like the craters and stuff from CivIII? Is there a way to reverse this negative effect or is it permanent? How long does it take for it to show up?
 
How exactly does RevDCM's "Battlefield Terrain/Effects" feature work? It says that it reduces productivity on tiles where massive prolonged battles take place on (makes sense) but does it give any indication as to if a tile's suffering from that, like the craters and stuff from CivIII? Is there a way to reverse this negative effect or is it permanent? How long does it take for it to show up?

I had tried this feature way back a few years ago, basically everytime a battle is fought, columns of smoke and similar stuff appear on that tile, and its yields decrease. These effects disappear over time.
However this feature was very heavy on my system graphically, slowing down the whole game everytime such a tile came into view.
And considering the amount of units that battle it out in any AND game, it meant making it unplayable from a performance perspective.

However I haven't tried it after all the new improvements in performance, so who knows. As soon as I have some time...
 
Happened to me a number of times, too. Curiously, all the cities were located right next to resources I don't have.
 
I had tried this feature way back a few years ago, basically everytime a battle is fought, columns of smoke and similar stuff appear on that tile, and its yields decrease. These effects disappear over time.
However this feature was very heavy on my system graphically, slowing down the whole game everytime such a tile came into view.
And considering the amount of units that battle it out in any AND game, it meant making it unplayable from a performance perspective.

However I haven't tried it after all the new improvements in performance, so who knows. As soon as I have some time...

Yeah I just noticed that, haven't experienced any slowdowns just yet but it's a Standard sized map this time around. I don't notice any decreased yields though, unless that only shows up on the city screen or something.

Was fighting on another continent and as I was fighting back rebels and the former owner of the city the smoke would show up but I didn't notice anything else going on...
Amusingly I forgot to deselect the group and accidentally moved all my units out of the city to attack a single catapult, on the next turn another leader I was at war with moved a stray unit into it then razed it.
Civ4ScreenShot0089.JPG
Spain's not getting that city or its wonders back it seems :lol:
 
Somewhere, I think in this thread, I heard talk of flexible difficulty (both for the human and the AI). How do I start a game with this option? I assumed it would be Custom Game, and one of the options like Increasing Difficulty and No revolutions, but it is not there. I have just downloaded a new version, rev853.
 
It's in the BUG options (Ctrl-Alt-O).
 
Something that cannot understand:I have -4 relations with a X civ because it doesn't like his rivals being my vassals.I have 5 vassals and the attitude of X civ is cautious towards 4 of them and annoyed towards one of them.Why does it regard my vassals as rivals?Its attitude isn't so bad towards them and none of my vassals is its worst enemy.
 
Something that cannot understand:I have -4 relations with a X civ because it doesn't like his rivals being my vassals.I have 5 vassals and the attitude of X civ is cautious towards 4 of them and annoyed towards one of them.Why does it regard my vassals as rivals?Its attitude isn't so bad towards them and none of my vassals is its worst enemy.

Rivals as in "another nation competing for victory in the game" - they don't have to be worst enemies to be considered a rival. I guess the wording can be confusing at times, but other leaders will start getting a bit unhappy when you have some nations serving you like that.



Random thing though and a bit off topic, I used the World Builder to vassalize myself to Greece once and every single turn he kept 'demanding' a resource, which I'd give to him but he'd come the next turn and ask again - I guess it never actually gave him the resource? :lol:


Mm, I was playing Realism Invictus earlier, interesting modifications they have to the World Builder. I like it :>
Being able to force/break Defensive Pacts and Open Borders, Add or remove Projects and Specialists... Lots more control than the default WB, and it's interesting being at 'Peace' with the Barbarians :lol:
Civ4ScreenShot0091.JPG
 
Rivals as in "another nation competing for victory in the game" - they don't have to be worst enemies to be considered a rival. I guess the wording can be confusing at times, but other leaders will start getting a bit unhappy when you have some nations serving you like that.

OK.If that is the case,the rest civs will have similar attitude also.I am going to check.Thanks Rezca.
 
One of the most annoying things that happens while playing any of the Civilization games is the way the game grabs my mouse pointer and moves it to the next unit to be moved. I wonder if anyone has ever heard of a way to turn that particular feature off in any of the dozen or so Civilization games. It is no doubt coded in the .exe because I am sure someone would have been just as annoyed as I am and found a coder to code a switch or something long ago.
 
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