I want to help this mod

"Zones of Control" are not "Fields of Fire". I think they have been confused. Gunpowder greatly increases the "Field of Fire" but drastically reduces "Zones of Control".

Example: during the first (English) civil war, The Anarchy as it is called, there was a lot less fighting that was thought. Most of the maneuvers were about fort location and how they controlled the landscape. It was more like chess, with one side building a fort to counter the other sides fort. Either that or negotiations to get the fort to change hands. There were still a large number of battles but only about 10-20% of what we thought. (Dang! I lent that English archaeology mag to a friend who has just headed North for the winter. Europe this year.)

Without paved roads, or better, it is very hard to move people from one place to another giving the locals ample time for ambush and guerilla attacks from a fortified position. Most campaigns had to be over in less that six months so that the soldiers could get the planting done in spring and harvest in autumn. In northern climes that just lest summer and winter as the months that land was solid enough for an army to travel over.
That's pretty much simulated in C2C without the zones of control feature.
You are talking about situations where a nation have clusters of well manned forts and a decent reserve army, there are many cases in history where armies passed right by some decently manned forts to attack scarcely manned forts, the well manned forts had strategical problems to overcome to simply leave the forts on expedition against a sometimes superior or matched opponent when the nation at a whole were undermanned militarily. Some times zones of control would have to be deactivated even for well fortified forts but how could we simulate that in C2C. By letting each player use their units to actually attack out from the forts manually to stop the enemy advancement through the cluster of forts by harassment and attrition. Future projects like TB's planned supply line feature could greatly enhance the importance of forts by allowing a player with an inferior army easier ways to harass enemy armies and their supply lines making it a risky move to push on through the cluster due to damage per turn (or through events triggered by lack of supply) or a heavy healing penalty.

The zones of control feature is a lazy way to simulating the role of forts, that imo downgrades the better simulation that is already in place.
The full stop, a a aaa you cant move your units there because they might be ambushed, removes the ability for players to actually ambush the enemy in such situations.
While in the shower had a wild idea on Zoc/FoF.
Spoiler suggestions :

  1. Only active during war.
  2. Only active against enemies.
  3. Only fortifications including cities not armies (unless fortified?)
Definition of terms
  1. A plot is in the zone of control if it is next to a fortification or city.
  2. Land and Sea plots behave differently.
  3. Uncontested ZoC is a plot only has friendly (neutral or allied) forts next to it.
  4. Contested ZoC has unfriendly forts next to it.
  5. Forts can have enemy (siege) forts next to them making those forts in ZoC
  6. The neutral player can inflict damage on anyone via this without declaring war. (Naturally they can give aid to anyone also and do diplomatic stuff on behalf of anyone also.)
Wild suggestions
  1. Each turn a unit is in enemy uncontested ZoC it takes 10% damage per enemy fort modified for the units in the fort(s) next to the plot
    • melee or pre-gunpowder ranged then +1% for each 5 units in the fort(s)
    • mounted or gunpowder then +5% ditto
    • siege and other units no effect
  2. In contested ZoC forts on your side can provide aid.
  3. Units in Forts bounding a contested ZoC will suffer a 1% damage per turn for the duration of the war. (Easily overcome with a healer or taking the other fort).
  4. Units in Forts will take a 1% damage from passing armies only if the armies are much larger.
Just to make it clear I wouldn't critizise any attempts at improving the option, I'm only criticizing the state it is currently in.
I would be happy to help in improving it too if python or other code needs to be revised.
 
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A crime is only a crime when it is defined as a crime otherwise there can be no enlightenment, no progress or moving forward on morals. In fact by your definition society can't progress at all because progress is change and change is damage to the existing society. Though it does explain why thinking is a crime.
I find that's extremely odd philosophy and is making huge leaps of logic you aren't really mapping out in any manner here so I'm interested in hearing why you think those things are at all related.

In game terms, a crime is not a crime because it's defined as one. It's just a behavior that negatively impacts society and if its present, it's taking place. There are crimes that we define in legal codes that aren't actually crimes at all except by legal definition. Though, usually, those are still to some extent true crime because they impact, perhaps not the greater good, but the good of a select special interest.

Examples:

Murder: Whether you call murder a crime or not doesn't mean it won't have a negative effect on the people in the community when folks are engaging in it.

Murder creates paralyzing terror within the society, tremendous grief, lost productivity from both the loss of the knowledge and expertise and skills and all the applications thereof that said homicide victim brought to his economy, loss of productivity due to the need to compensate for overwhelmingly crippling emotions of secondary victims, aka, those relating to the victim.

I could probably write a novel sized reference on why murder causes damage to a community, as very little causes worse. Not only that but its tremendously unfair to the murdered, a theft of the hours remaining in their mortal lives.

Whether you call that a bad thing or allow people to do it all they wish will have zero difference in whether it is harmful to society or not! It's GOING to create problems when people do it.

EXCEPT that to label it a crime, and in more advanced legal systems dictate a guideline of punishment for said crime, then you are empowering a justice-based approach to deterring folks from engaging in this behavior.

Thus, the definition of a crime is a tool used to create deterrence to that behavior. THIS is a tool that was eventually learned, advanced and refined over the years that humanity has struggled with the naturally occurring potential for this behavior and many other crimes.

People didn't have to figure out that murder was possible to do - that we've known since the dawn of time and as soon as we understood our own mortality and how our own lives could end. As predatory apes, we knew what killing was by what was required to survive and even then the consideration of what the response would be if we killed another of our own had to be considered. Ape studies show this.

Money Laundering: You aren't going to automatically understand what this is about until you've advanced your society to the point that they are likely to realize they can do it.

That will happen long before we start recognizing the problem and doing something about it. However, while there is a tech to represent when people start figuring out that this can be a useful strategy to employ, a crime to engage in, just because we don't have a tech to represent when the law starts enforcing codes against it doesn't mean that overall lower crime levels won't keep people from doing it.

The overall crime property levels represent the conditioned sense of moral behavior among the population. Just having a sense of values would keep a person from engaging in money laundering even if it isn't a crime, and the enforcement and deterrent of other crimes may have well conditioned the society so that its people generally wouldn't engage in this practice, even once it's possible to figure out how to do it.

That said, in Outbreaks and Afflictions, we'll see the ability is added to start giving points, in techs and policies, where society does determine ways to deter SPECIFIC crimes and have either the assumption or the option to use those tools. This is where we can place recognition in the civilization that a crime should be labeled as such and included in the legal codes.

Until that mod is on and working with crime, we must consider all crimes to be as quickly recognized and deterrent attempts made to the best efforts of all branches of law enforcement, as soon as people figure out they can engage in the crime behavior. THAT is what the crime unlocking tech represents.

Mind you, yes, theft has been around forever, but organized theft as a profession has not, and at the point where the tech is discovered, your people have figured out this is a thing they can actually specialize in doing - and if your crime levels are high enough, that's exactly what they begin to do on a scale that is damaging enough that it registers as an autobuilding in the city where crime levels qualify.

Your example of Internet Crimes, for example, kinda require that an internet exists before people can start engaging in those destructive behaviors. Therefore, the internet crime would have at minimum a tech requirement and should also require the internet infrastructure is established and in place to commit said crimes through.

Also, just because nobody has said you shouldn't do something doesn't mean it isn't already pre-existing negatively impacting behavior and should have been considered a crime all along. It doesn't start harming the community when you realize it. It starts harming the community when it's happening. If there isn't actual harm to the community, then it isn't actually a legitimate crime according to the game standards.

Thus:

Prostitution: It can be debated whether this should be considered a crime or not.

This is not because you cannot directly point at ways that it harms a community. Clearly, it can. You can also see ways in which it harms the community to call it a crime and make it a punishable offense.

By criminalizing it, you may increase black market prostitution, thus making it very difficult to actually keep from happening and making it all the more an unsafe a practice when does happen because its done in a much less safe manner.

You might be increasing the likelihood of other sexual crimes taking place that would have had a safer outlet by engaging in prostitution if it were made legal.

You might be inviting murderous vigilantism against prostitutes by declaring it criminal.

Obviously, the practice is generally a harmful one, both to the sanctity of the family bond and to the enabling of disease transference, as well as how much it opens up the likelihood of sexual exploitation and sex slavery.

Of course, calling it legal can give greater controls over those things by making the black market, unregistered, unregulated forms of it less profitable to engage in.

Still, it is morally repugnant to many and perhaps it well should be.

So do you call it a crime or not?

Thing is, it's going to happen whether you call it one or not, it's just going to happen to differing degrees and impact.

You can also assume that it will happen overall less if you consider it a crime. In game terms, it will happen at a frequency that becomes more dependant on the crime level in the city.

Thus, not considering it a crime gives you, in the game, happiness-producing, profitable, but disease spreading buildings, but disables the 'crime' autobuilding side of it, whereas if you declare it criminal, the crime opens up and those buildings are disabled, so only bad can come from it, but you can control that bad by controlling your crime levels - the enforcement and natural conditioning to not commit crimes among the public.



As for ZoC, I completely agree with Toffer - the natural structure of the strategic side of the game already lends to this. I would further that by saying I don't see there being a gap in how map strategy works that needs to be resolved by a ZoC mechanism or device at all. The only thing I could maybe see taking place is forts slowing enemy movement adjacent to them to ensure that units can't slip past without potentially being attacked by those inside the fort. BARRING the movement is not an appropriate reflection of that consideration imo. But making movement more costly might make sense.

From a purely mechanical perspective on ZoC, there are few game mechanics that cost more turn time, and no appropriate strategy to speed things up has been found. Even having it, whether on or off as an option, demands an allocation of memory per plot that is rather costly as well.

You may disagree with the inventor as to what it represents, but all I can say is he meant it to be a reflection of what you termed 'fields of fire'. He made that clear to me in PMs.
 
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If you follow the Scandinavian model, like Australia does, then prostitution is not a crime it is just another job with all the regulations associated with jobs in health or service industries. They have a union to look after the sex workers and government department to check that the regulations are being kept. Aside: my neice's boyfriend has just got a promotion out of checking the compliance of brothels with the regulations and Occupational Heath and Safety Guidelines.
 
It's still about what is crime first and foremost: Harming society or disobeying society (in non-democratic countries you would have to replace the latter with disobeying whomever is in control of lawmaking)? The latter is very much in need of codified definitions, but I would think the former is much closer to the idea of an enlightened society, with the need to codify only being that society should be reliable in its treatment of such behavior.

If you could find a way to codify your intentions in a non-contradictory and non-ambiguous way you could simply write down that, with no need to define the crimes themselves. Of course, you would have to be as precise as if you were coding for a computer, and that is where lawmaking usually falls short, leaving ample room for people to twist the letter of the law to their heart's content (according to Hanlon's Razor I'm going to assume that it is usually out of incompetence rather than corruption, although I would have to be a fool to discount the latter option completely).

If you could program a strong and benevolent A.I. you could write those kind of laws as well. If a super-A.I. doesn't find a way to twist your code then "mere" people would certainly fail to do that as well. But right now those abilities don't seem to be anywhere...
 
It's still about what is crime first and foremost: Harming society or disobeying society (in non-democratic countries you would have to replace the latter with disobeying whomever is in control of lawmaking)? The latter is very much in need of codified definitions, but I would think the former is much closer to the idea of an enlightened society, with the need to codify only being that society should be reliable in its treatment of such behavior.
The first statement should be what a crime is in C2C, though the second MAY have some inclusion within the crime system that is dependant on policy choices - aka the prostitution example. Can you name a commonly considered crime that is completely undamaging or perhaps even beneficial to the community - you might be able to identify damage to a small portion of a community while being overall beneficial - but I'm having a hard time thinking of anything that purely falls into the second category alone.
If you follow the Scandinavian model, like Australia does, then prostitution is not a crime it is just another job with all the regulations associated with jobs in health or service industries. They have a union to look after the sex workers and government department to check that the regulations are being kept. Aside: my neice's boyfriend has just got a promotion out of checking the compliance of brothels with the regulations and Occupational Heath and Safety Guidelines.
Which falls in line perfectly with my third example. Prostitution is clearly a gray area crime that doesn't have to be considered as one but whether it is or not changes the nature of its inclusion in the game as either a crime or a set of available buildings for city construction. I'm not completely sure how its setup right now in the game but I would have thought that's how it goes. Not ALL crimes are like this - most are much more clear that they cause harm in the community whether you label them a crime or not.
 
Murder is another grey area. Unless you assume that killing someone is not murdering them. The main distinction is that you murder a civilian, or anyone in peace time, but kill an enemy combatant in times of war.

I have been hunting for an example of something that was a benefit to society but then over time, as the society, changed became damaging to society. The simplest and most clear cut I could think of is tobacco. There is no ambiguity on what tobacco is.;)

Definitions:-
  1. Cash Crop this is short hand for the move from growing food to feed yourself and others on a farm to growing something else and buying your food from others. This is a big feature of the Second Agricultural Revolution, the one from the about the Renaissance Era.

  2. Consumerism this is short hand for both the change to living standards that mean that people are starting to live healthier for longer, the expansion of the middle classes and the increasing wealth of the poor.
Before Cash Crop tobacco is of benefit to the societies that have access to it. It is mostly used in rituals that help bind society together and has some medicinal qualities not found elsewhere. Mostly it is not cultivated but gathered from wild plants, dried and stored for future use. There is not much of it around and people are dying of natural causes long before cancer becomes an issue.

With the invasion of the New World by the old (at Cash Crop) tobacco becomes more plentiful and is introduced into Europe where it (along with coffee) have a huge benefit on the health and intellect of society. It does this by replacing the only available cheap drug alcohol! People using it in place of alcohol make fewer mistakes and have fewer accidents, significantly so. It can also be used on the job in some cases (but not in cotton mills where it has been known to cause explosions). This leads to greater productivity as well.

In the modern era (Consumerism) many people are no longer dying from what used to be "natural causes" and they are healthy longer. This means that the effects of cancer from tobacco can now be seen in the populace.

The point is that you can't impose the views of today on the societies of the past. What we may see as detrimental they may not. Even Human Sacrifice is not necessarily detrimental when the one doing the sacrifice is the one being sacrificed, heck we still give medals for it in times of war.
 
Murder is another grey area. Unless you assume that killing someone is not murdering them. The main distinction is that you murder a civilian, or anyone in peace time, but kill an enemy combatant in times of war.

I have been hunting for an example of something that was a benefit to society but then over time, as the society, changed became damaging to society. The simplest and most clear cut I could think of is tobacco. There is no ambiguity on what tobacco is.;)

Definitions:-
  1. Cash Crop this is short hand for the move from growing food to feed yourself and others on a farm to growing something else and buying your food from others. This is a big feature of the Second Agricultural Revolution, the one from the about the Renaissance Era.

  2. Consumerism this is short hand for both the change to living standards that mean that people are starting to live healthier for longer, the expansion of the middle classes and the increasing wealth of the poor.
Before Cash Crop tobacco is of benefit to the societies that have access to it. It is mostly used in rituals that help bind society together and has some medicinal qualities not found elsewhere. Mostly it is not cultivated but gathered from wild plants, dried and stored for future use. There is not much of it around and people are dying of natural causes long before cancer becomes an issue.

With the invasion of the New World by the old (at Cash Crop) tobacco becomes more plentiful and is introduced into Europe where it (along with coffee) have a huge benefit on the health and intellect of society. It does this by replacing the only available cheap drug alcohol! People using it in place of alcohol make fewer mistakes and have fewer accidents, significantly so. It can also be used on the job in some cases (but not in cotton mills where it has been known to cause explosions). This leads to greater productivity as well.

In the modern era (Consumerism) many people are no longer dying from what used to be "natural causes" and they are healthy longer. This means that the effects of cancer from tobacco can now be seen in the populace.

The point is that you can't impose the views of today on the societies of the past. What we may see as detrimental they may not. Even Human Sacrifice is not necessarily detrimental when the one doing the sacrifice is the one being sacrificed, heck we still give medals for it in times of war.
Today it is the same as it always was though. It is a health ravaging cash crop. It has no benefit at all, except that you were able to suggest that somehow people drank less because they smoked more instead? Debateable since I find drinking makes me want to smoke, lol. (I did quit smoking about 3 yrs ago so I'm speaking from significant life experience.)

Gamewise, here is the important distinction we need to be clear about: Whether we KNEW it was causing health damage or not doesn't mean it wasn't. It didn't start causing damage when we said it did - it had been all along. Then when we did finally decide to recognize that it has been causing damage, the question is if it is overall better for society in that it expands the GDP to allow it or to suppress it. Few places consider it an outright crime to smoke so for most, they're currently attempting something in between, in some cases, like Australia, taxing it to the point that the expense on the government it creates in health costs are more than compensated in the sales tax on it and the huge taxation makes it almost prohibitive to smoke in general. We're getting that way quickly here and we still don't have public health care.

For nearly anything damaging there is a positive SIDE to it. No contest to that. Keep in mind here that smoking tobacco is not considered a crime in C2C - though it should be if we've enacted a ban on it.

Murder is not the same as the killing that takes place in warfare. Not to say that's not morally repugnant, but sanctioned and ordered killing efforts is not predation on a society by unseen elements of the public, against the public, which is the distinction. It MAY be predation of one society BY another society, but that's not really the same thing. Furthermore, the 'innocent victim' is generally NOT defined as a soldier in military forces who is trained to BE the warrior that will come under attack and ideally is strong enough and commanded well enough to dish out worse than he suffers.
 
Outbreaks and Afflictions will use disease and crime all the way through
good to know. skipping that bit of code onTurn I mentioned seems to work fine. I just need to put something together to trigger my bit of code, which ill make in python because I find python 100 times easier. itll be easy to add in the affliction option. I could go looking for what obsoletes stuff but I bet some1 knows, im in no hurry
Disease pseudobuildings (and pests) are obsoleted in Nanotech era - Smart Medicine and Environmental Economics
so both techs for disease or just smart medicine? wat about crime? im pretty sure tourism and fire will end too. what needs to be done for those? what else am I missing?
oh and nothing seems to be calculated by player so it would all have to wiat till the last player gets the last tech needed. so I guess if 1 tech that obsoletes somthing is a requirement for another tech that obsoletes something, I can skip the first.
 
Today it is the same as it always was though. It is a health ravaging cash crop. It has no benefit at all, except that you were able to suggest that somehow people drank less because they smoked more instead? Debateable since I find drinking makes me want to smoke, lol. (I did quit smoking about 3 yrs ago so I'm speaking from significant life experience.)

Gamewise, here is the important distinction we need to be clear about: Whether we KNEW it was causing health damage or not doesn't mean it wasn't. It didn't start causing damage when we said it did - it had been all along. Then when we did finally decide to recognize that it has been causing damage, the question is if it is overall better for society in that it expands the GDP to allow it or to suppress it. Few places consider it an outright crime to smoke so for most, they're currently attempting something in between, in some cases, like Australia, taxing it to the point that the expense on the government it creates in health costs are more than compensated in the sales tax on it and the huge taxation makes it almost prohibitive to smoke in general. We're getting that way quickly here and we still don't have public health care.

For nearly anything damaging there is a positive SIDE to it. No contest to that. Keep in mind here that smoking tobacco is not considered a crime in C2C - though it should be if we've enacted a ban on it.

Murder is not the same as the killing that takes place in warfare. Not to say that's not morally repugnant, but sanctioned and ordered killing efforts is not predation on a society by unseen elements of the public, against the public, which is the distinction. It MAY be predation of one society BY another society, but that's not really the same thing. Furthermore, the 'innocent victim' is generally NOT defined as a soldier in military forces who is trained to BE the warrior that will come under attack and ideally is strong enough and commanded well enough to dish out worse than he suffers.
I chose tobacco because it is straight forward there is no ambiguity about what we are talking about. Resources, housing, disease and crime all use the same underlying logic. Probably because they were all done by the same person.

We now know that
  1. Before it became a cash crop it was just another herb. It has no adverse affect because it was not available in large amounts to every one.
  2. Before Mass Production it was just a luxury item that still had no adverse affect because people still could not get much of it. (Note: chewing may be the exception here. Smoking and sniffing were fine.)
  3. In the lead up to Industrialization and beyond smoking replaces the customary 3-6 pints of beer at lunch. Bosses of all types encourage their staff to take up smoking because it reduces the number of fatal and other accidents and increases productivity.
  4. After Modern Health people are now living long enough that the effects are now starting to show up while they are alive rather than after they die.
  5. After post-Modern Health, unless you have an underlying condition, it is "safe" to smoke tobacco (moderately) if you only do it between the ages of 20 to 30 or after you are 60.
Currently C2C and other mods don't take this reality into consideration. They take one arbitrary point in time and then apply that to all times and places. Crime and Disease are property based to improve the match with reality but miss this point as well.
 
so both techs for disease or just smart medicine? wat about crime? im pretty sure tourism and fire will end too. what needs to be done for those? what else am I missing?
oh and nothing seems to be calculated by player so it would all have to wiat till the last player gets the last tech needed. so I guess if 1 tech that obsoletes somthing is a requirement for another tech that obsoletes something, I can skip the first.
Disease pseudobuildings are obsoleted at Smart Medicine and pests are obsoleted at Environmental Economics.
 
TECH_SMART_DRUGS that's what im lookin for right? and what about crime? and also I forgot about pollution. any idea what will happen to them late game?
 
TECH_SMART_DRUGS that's what im lookin for right? and what about crime? and also I forgot about pollution. any idea what will happen to them late game?
Yeah, its that tech.
Crime and pollution just get crushed by -crime and -pollution buildings and units.
 
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I chose tobacco because it is straight forward there is no ambiguity about what we are talking about. Resources, housing, disease and crime all use the same underlying logic. Probably because they were all done by the same person.

We now know that
  1. Before it became a cash crop it was just another herb. It has no adverse affect because it was not available in large amounts to every one.
  2. Before Mass Production it was just a luxury item that still had no adverse affect because people still could not get much of it. (Note: chewing may be the exception here. Smoking and sniffing were fine.)
  3. In the lead up to Industrialization and beyond smoking replaces the customary 3-6 pints of beer at lunch. Bosses of all types encourage their staff to take up smoking because it reduces the number of fatal and other accidents and increases productivity.
  4. After Modern Health people are now living long enough that the effects are now starting to show up while they are alive rather than after they die.
  5. After post-Modern Health, unless you have an underlying condition, it is "safe" to smoke tobacco (moderately) if you only do it between the ages of 20 to 30 or after you are 60.
Currently C2C and other mods don't take this reality into consideration. They take one arbitrary point in time and then apply that to all times and places. Crime and Disease are property based to improve the match with reality but miss this point as well.
One could change tobacco so that it doesn't natively bring unhealth and instead introduces effects similar to what you mapped out. This CAN be made more reflective, though some of it only through Outbreaks and Afflictions since recovery has additional influence factors outbreaks don't. Techs can change the nature of buildings by changing their output and at a time I was strongly looking at expanding on that functionality a great deal.
 
Crime and pollution just get crushed by -crime and -pollution buildings and units.
so you don't need the code to keep calculating right? I just need an event to go off of to trigger my bit of code. obsoleteing techs is probly best.
it may be only a second or 2 but its best opportunity for savings late game.

Do you guys need initial civics or any of this stuff? any changes to civs will only make them more generic so they can evolve ingame more right?
Code:
int CvGame::getMaxTurns() const {
    return GC.getInitCore().getMaxTurns();
}

int CvGame::getInitLand() const {
    return m_iInitLand;
}

int CvGame::getInitTech() const {
    return m_iInitTech;
}

int CvGame::getInitWonders() const {
    return m_iInitWonders;
}

GC.getDefineINT("MAX_BUILDINGS_PER_CITY")

getStartEra()
 
seals spawned on peak. and I don't really understand the comment
Spoiler :

# These have been moved into the XML - testing this is True at the moment
# elif iPlot.isPeak():
# continue
elif isSinglePlotIsland(iPlot):
if (iResource == -1): # coastal plot without any resources
if (iLatitude < 64):
if mapRand.get(2, 'SealionResource') == 0:
iPlot.setBonusType(iSeaLion)
else:
placeSealOrWalrus(iPlot, iSeaLion, iWalrus, (iNS_Hemisphere == cNORTH) )


I added peak
Spoiler :

# These have been moved into the XML - testing this is True at the moment
# elif iPlot.isPeak():
# continue
elif isSinglePlotIsland(iPlot) and not iPlot.isPeak():
if (iResource == -1): # coastal plot without any resources
if (iLatitude < 64):
if mapRand.get(2, 'SealionResource') == 0:
iPlot.setBonusType(iSeaLion)
else:
placeSealOrWalrus(iPlot, iSeaLion, iWalrus, (iNS_Hemisphere == cNORTH) )

 

Attachments

The point is that you can't impose the views of today on the societies of the past. What we may see as detrimental they may not. Even Human Sacrifice is not necessarily detrimental when the one doing the sacrifice is the one being sacrificed, heck we still give medals for it in times of war.
Please keep fighting for this. It's so frustrating that, anywhere morality can possibly invade the game, it does so with 21st-century politically-correct jackboots (and often based on peculiarities of US culture):mad:.
 
Please keep fighting for this. It's so frustrating that, anywhere morality can possibly invade the game, it does so with 21st-century politically-correct jackboots (and often based on peculiarities of US culture):mad:.
Ironically some people on SA (see lets play) thought mod went too far in opposite way at least in prehistoric era.

I guess this mod is as centrist (International, as American/European/Australian/etc centrism is in different places) as possible :p
 
Ironically some people on SA (see lets play) thought mod went too far in opposite way at least in prehistoric era.
By SA you mean somethingawful, I take it. I find the criticism on there to be of generally poor quality, but I can't find the specific criticism you refer to - the mind in fact boggles trying to understand what going to the other extreme would entail.

It's one thing to say you can't make spears because you don't know soft-hammer percussion, and quite another to say THOU SHALT abolish slavery at exactly the time and in exactly the manner that Lincoln did it, or be SMITED.
I guess this mod is as centrist (International, as American/European/Australian/etc centrism is in different places) as possible :p
It is not nearly as aware of the worldviews of other cultures and eras as it needs to be. (I don't know where centrist comes into it.)
 
By SA you mean somethingawful, I take it. I find the criticism on there to be of generally poor quality, but I can't find the specific criticism you refer to - the mind in fact boggles trying to understand what going to the other extreme would entail.

It's one thing to say you can't make spears because you don't know soft-hammer percussion, and quite another to say THOU SHALT abolish slavery at exactly the time and in exactly the manner that Lincoln did it, or be SMITED.

It is not nearly as aware of the worldviews of other cultures and eras as it needs to be. (I don't know where centrist comes into it.)
Those comments are pretty sparse, also I was saying it jokingly.
Also I was joking about mod being politically centrist.
 
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