aieeegrunt
Emperor
- Joined
- Jan 8, 2021
- Messages
- 1,877
I think if you set max CSs to the number of CSs picked, again no barbs will be able to convert to CSs.
I’m gonna try that on my next game and see what happens
Will barbs keep spawning though?
I think if you set max CSs to the number of CSs picked, again no barbs will be able to convert to CSs.
It would be more interesting if the game started with no city states and they gradually formed from the initial barbarian camps. I suppose the Political Philosophy civic would need a new inspiration, perhaps dependent on interaction with barbarian camps or helping a city state to form or something.
Yeah, like the shuffle tech and civic trees game mode. I like to play with this because it mixes things up and seem less formulaic. There have been several occurrences where the shuffled tree resulted in eurekas and inspirations which were unattainable because the trigger (unit or building) came later in the tree.That's a basic problem with game modes - there is always some feature of the base game (like an inspiration) that gives an unintended effect.
My experience is based on a single game so far. This seems like an interesting mechanic. It would be more interesting if the game started with no city states and they gradually formed from the initial barbarian camps. I suppose the Political Philosophy civic would need a new inspiration, perhaps dependent on interaction with barbarian camps or helping a city state to form or something. The barbarian camps should also spawn at similar locations to city states, or perhaps the scouts from a barbarian camp could find a better place to found a city state rather than using the initial placement of the camp.
Yeah. It was definitely a bug that they BSd us over. They should have just made it so that it stayed white or promised a fix.I've noticed that the "it's not a bug, it's a feature" different borders for city-states that evolved from barb camps disappear when you close the game, then open it again.
BARBARIAN_CLANS_CIV_CONVERSION_INCREMENT_CHANCE
UPDATE GlobalParameters
SET Value = 25
WHERE Name = "BARBARIAN_CLANS_CIV_CONVERSION_POINTS_STANDARD";
UPDATE GlobalParameters
SET Value = 100
WHERE Name = "BARBARIAN_CLANS_CIV_CONVERSION_INCREMENT_CHANCE";
The problem is that there are two components that just don't work -Right now i'm fiddling with Nere's mod (( https://steamcommunity.com/sharedfiles/filedetails/?id=2412920721 )) which attempts to fine-tune most of the essential parameters.
Right now i'm fiddling with Nere's mod (( https://steamcommunity.com/sharedfiles/filedetails/?id=2412920721 )) which attempts to fine-tune most of the essential parameters.
The math of such configurable values is really intriguing as a few re-edited values seem not to react as expected most often than not. He says he will try to share details about basic facts or relative explanations for the average limits of whatever function(s).

Terrible, just terrible. Just lost another game against those insanely overpowered barbarians. Had not enough money to bribe them. Five eagle warriors and three archers in turn 40 was too much. How can anyone say that this is some kind of twisted "fun"?
You are right, my words were not fully "exact": I give up a game when it's hopeless. During my futile fight against the barbarians the AI got so far ahead of me in every aspect that it made no sense to keep on playing. That's what I meant by "I lost...".How can you "lose" to barbarians when they can't even raise your capital?
You are right, my words were not fully "exact": I give up a game when it's hopeless. During my futile fight against the barbarians the AI got so far ahead of me in every aspect that it made no sense to keep on playing. That's what I meant by "I lost...".