Do you know how fixed borders works? It's not yet explained properly in Pedia but it's been explained many times in the forum. Without fixed borders, whoever has majority of culture on a tile, owns it. With fixed borders, you need to have twice the culture of your opponent. So borders are not really fixed, just harder to move. The only way to keep a tile with fixed borders no matter the culture pressure, is putting a unit on it. That tile won't then change ownership no matter the culture ratio.Why are Fixed Borders negated when both civs have the Fixed Borders civic enabled?
It seems to act as if neither side had it.
@45°: Maybe something like "Strengthened borders" or something like that would be more clear to players?
45°38'N-13°47'E;13791133 said:Do you know how fixed borders works? It's not yet explained properly in Pedia but it's been explained many times in the forum. Without fixed borders, whoever has majority of culture on a tile, owns it. With fixed borders, you need to have twice the culture of your opponent. So borders are not really fixed, just harder to move. The only way to keep a tile with fixed borders no matter the culture pressure, is putting a unit on it. That tile won't then change ownership no matter the culture ratio.
PlayerTypes CvPlot::calculateCulturalOwner(bool bIgnoreClaimedTerritory) const
{
....
if (getOwnerINLINE() != NO_PLAYER && GET_PLAYER(getOwnerINLINE()).isAlive())
{
if (GET_PLAYER(getOwnerINLINE()).hasFixedBorders())
{
if (!bIgnoreClaimedTerritory)
{
//Can not steal land from other, more dominant fixed border civilization
bool bValidCulture = true;
[COLOR="Red"]if (eBestPlayer != NO_PLAYER && getOwnerINLINE() != eBestPlayer)
{
bValidCulture = !GET_PLAYER(eBestPlayer).hasFixedBorders();
}
[/COLOR]
// Koshling - changed Fixed Borders to not unconditionally hold territory, but only
// to hold it against a natural owner with less than twice the FB player's culture
if ([COLOR="Red"]bValidCulture &&[/COLOR]
getCulture(getOwnerINLINE()) > iBestCulture / 2 &&
(isWithinCultureRange(getOwnerINLINE()) || isWithinOccupationRange(getOwnerINLINE())))
{
return getOwnerINLINE();
}
I watched it, when only one civ has fixed borders it will flip at 2 times the culture, as it should. But if both civs have fixed borders, it will flip as soon as the other has more culture instead of waiting till 2x, just like it does if neither side had fixed borders.
So I went and checked the code and found why it does that.
Code:PlayerTypes CvPlot::calculateCulturalOwner(bool bIgnoreClaimedTerritory) const { .... if (getOwnerINLINE() != NO_PLAYER && GET_PLAYER(getOwnerINLINE()).isAlive()) { if (GET_PLAYER(getOwnerINLINE()).hasFixedBorders()) { if (!bIgnoreClaimedTerritory) { //Can not steal land from other, more dominant fixed border civilization bool bValidCulture = true; [COLOR="Red"]if (eBestPlayer != NO_PLAYER && getOwnerINLINE() != eBestPlayer) { bValidCulture = !GET_PLAYER(eBestPlayer).hasFixedBorders(); } [/COLOR] // Koshling - changed Fixed Borders to not unconditionally hold territory, but only // to hold it against a natural owner with less than twice the FB player's culture if ([COLOR="Red"]bValidCulture &&[/COLOR] getCulture(getOwnerINLINE()) > iBestCulture / 2 && (isWithinCultureRange(getOwnerINLINE()) || isWithinOccupationRange(getOwnerINLINE()))) { return getOwnerINLINE(); }
The red part effectively disables fixed borders if both civs have it enabled, which means it will never get the chance to check if the other civ has x2 culture.
It shouldn't do that, it should still require double culture before it flips even if both civs have fixed borders.
45°38'N-13°47'E;13792023 said:If both civs have fixed borders, it doesn't look too wrong to me that their effects are neglecting each other.
It would be more realistic if it were still waiting for double culture when both civs have fixed borders. Whoever gets the tile first and has fixed borders should be able to hold on to it for longer than normal. Otherwise it makes fixed borders useless as soon as everyone runs Monarchy, which happens around classical/medieval.
In the modern world you don't see borders shifting either as soon as a different culture becomes the majority. I'd remove that bValidCulture part, the /2 part still makes sure that you can't hold on to it for too long if your culture becomes weak.
Actually AI has always been programmed to deal with it. Where do you see this problem? In my test games I see no problem with AI development.Wow. With unhappiness from capital distance, the game sure is different. Sadly, AI can't really handle it as the 1 pop German cities show.
Wow. With unhappiness from capital distance, the game sure is different. Sadly, AI can't really handle it as the 1 pop German cities show.
It really has changed the game. Is there anyway to ameliorate it? I notice the apadana palace does not, do any of the distance maintenance buildings? It seems now impossible to create a colony, in a map with a new world for example.
45°38'N-13°47'E;13792571 said:It might seem, but it's not believe me. There's even too much happiness in the game, you just have to try a bit harder. If it's too difficult for you, consider lowering your handicap level.
Anyway no, at the moment there's no building or wonder decreasing unhappiness from distance (as there is none for unhappiness caused by civ size), and I don't really think it's necessary. As I've said, there's plenty of happiness resources in the game, not to mention that unhappiness from distance decreases with eras.
From what I get, in order for them to spot it, one of the two boats have to be within your ships Line of Sight - either it ends its turn by yours, or you bumble upon it by accident.
I've had a great many times where a stealth ship would go right past my anti-stealth sentries, pillage happily or sink a ship, and then move away to where the sentries that can spot stealthed units can't see it, so you'd need a lot of them scattered about to keep them from sneaking by and doing their thing. If they pillage or sink other ships but pass on by your anti-stealth ship, they get to stay invisible as long as they didn't end their turn within its LoS.
Good thing their strength is pretty low, otherwise they'd be very annoying![]()
I wonder if it was possible and worthwhile to indicate somehow the last visible route of seen stealth units. I think of something like dots-and-arrow you see when pressing Alt-G.
Spoiler :![]()
Sure, if there are a lot of them in a small area scattered around.Which might get visually messy in a hurry, depending on how many stealthed units are running around.
I believe that would be too exploitable.There could be a "Once spotted, they remain visible until the end of the turn" thing in place too....