added v20. Major revision:
Features:
- heavy optimizations for speed, making turn times closer to normal RFC DOC.
- optional colonization rules where colony size depends on technology, region, disease resistance (disabled by default because it increases turn time by ~25%, but can be enabled by setting constMicromodAdjustmentsForColonies = True in Barbs.py).
colonies are limited to size 2 initially.
The limit can be increased by 1, by researching techs like: iFirearms iLogistics iExploration iStatecraft iUrbanPlanning iEconomics iGeography iCivilLiberties iSocialContract iRepresentation iCivilRights
For malaria areas there is also a penalty for each missing tech from: iScientificMethod, iHorticulture, iBiology, iRefrigeration,iMicrobiology
Every 2 improvements in the city radius also increase size by 1
Also heavily populated areas have an increased size limit (e.g. india, china, indonesia, indochina, mexico, bogota, etc)
- scientific and social dark ages where research/gp/culture drops by percentages which depend on tech groups (e.g. north europe, central europe south europe, anatolian, east asia, subsaharan, etc). Very much like EU4. This guarantees a more realistic
game, where Europe starts slowly and explodes during the renaissance and where the Indian/Chinese giants start to heavily slow down in the Renaissance. This make it very hard for some civs. (can be disabled by setting constMicromodAdjustmentsForTech = False in Barbs.py).
tech groups, each with appropiate dark ages. Dark ages vary in strength.
lTechGroupNorthEuro = [iEngland, iVikings]
lTechGroupCentralEuro = [iFrance, iHolyRome, iItaly]
lTechGroupSouthEuro = [iRome, iSpain, iPortugal, iGreece]
lTechGroupEastEuro = [iRussia, iPoland]
lTechGroupMenaNonArab = [iByzantium, iOttomans, iIran]
lTechGroupMenaArab = [iEgypt, iMoors, iArabia]
lTechGroupChina = [iChina, iKorea, iTibet]
lTechGroupSEAsia = [iIndonesia, iKhmer, iThailand]
lTechGroupJapan = [iJapan]
lTechGroupIndia = [iMughals, iIndia, iTamils]
lTechGroupHorde = [iMongols, iTurks]
lTechGroupSubsaharan = [iEthiopia, iMali, iCongo]
lTechGroupNewWorld = [iMaya, iInca, iAztecs]
For details see micromodAdjustmentsForTech in Barbs.py
Descending/rising from a dark age, and its severity (light/normal/severe) are presented with colored messages.
- a northern or central european civ will crusade for the holy land if the holy city is owned by a non northern/central european civ. (can be disabled by setting constMicromodCrusadeEnabled = False in Barbs.py).
First to research CivilService or Fortification gets conquerors on Jerusalem.
Small changes:
-english cities spawn a bit earlier to cut down the number of british spawn settlers
-retroactive spawns in 1700 also work for the player
-iran spawn moved
-ishfahan/shushan moved
-bordeaux respawn if razed
-venice respawn in 1700
-reduced british island spawn troops
-antalya / halicarnassus -> ephesus / izmir + fixed 1700 spawn for ottomans
-resource tweaks and duplicate removal
-minimize random colonization without disabling it (more deterministic)
-buffed up hamburg spawn
-earlier colombian exchange in 1550
-rebalanced many cities
Personal note:
With the default settings i've got some realistic results for 1000, 1200, 1400, 1600, 1700 and 1800, for simulated games on the 600AD scenario (no player involvement).
The 1700AD scenario also looks good.
The 3000AD scenario is always the wackiest but even this one behaved acceptably tech-wise.