Another patch, another playtest of the Inca.
Victory conditions:
- The points per tile is still way to high, and should be lowered. RProadcount=10 would still give 500 RP easily, which is still quite a lot at 50 tiles with roads. I would still recomend a tiered point per turn for 10,20,....,50 yielding 1vp/turn, ..., 5vp/turn, which would make it a longer campaign, and gives the need to catch up with the colonizers
- max vertical extension now gives points, but is locked at 50 it seems. I checked the code, and it doesent seem to have any triggers, only RPextensionY = 50? is it intended for the inca player to expand along the andean spine and upwards? or, could the code for gold generated by road connection be used instead to get city-to-city extension in height by proxy? is scales with population size in the capital compared with the city connected by road by my understanding, and is a known modifier. It also ties in well with building the machu pichu, as it gives a 20% boost to city connection gold. Would be thematic to what the Inca is known for, as well as their unique improvement, and an identity to build tall in game.
Events:
Qonquistador event and plagues does not spawn on contact with europeans for inca, dont know where that is located in the code, i could check for the modifiers/triggers better if i find them(or it is pointed out to me!)
Tech: Arabia seem to consistenly be ahead in my games and almost always show up first, don't know if that science rework helps them out to much?
misc:
-45 turn settlers is still quite to long it feels, turn it down to 30 maybe, by lowering the production cost would help, as it makes parts of the run feel a little to punishing for the inca player, who should be catching up.
- the random placement of el dorado is great!
Bugs:
Philantrophy is still bugged. It has been for all my playthrougs on this patch.
Some pictures and comments:
VP halfway through
WP 3 turns before the end. you usally need 1040 points to trigger victory
The philantrophy bug.
Victory conditions:
- The points per tile is still way to high, and should be lowered. RProadcount=10 would still give 500 RP easily, which is still quite a lot at 50 tiles with roads. I would still recomend a tiered point per turn for 10,20,....,50 yielding 1vp/turn, ..., 5vp/turn, which would make it a longer campaign, and gives the need to catch up with the colonizers
- max vertical extension now gives points, but is locked at 50 it seems. I checked the code, and it doesent seem to have any triggers, only RPextensionY = 50? is it intended for the inca player to expand along the andean spine and upwards? or, could the code for gold generated by road connection be used instead to get city-to-city extension in height by proxy? is scales with population size in the capital compared with the city connected by road by my understanding, and is a known modifier. It also ties in well with building the machu pichu, as it gives a 20% boost to city connection gold. Would be thematic to what the Inca is known for, as well as their unique improvement, and an identity to build tall in game.
Events:
Qonquistador event and plagues does not spawn on contact with europeans for inca, dont know where that is located in the code, i could check for the modifiers/triggers better if i find them(or it is pointed out to me!)
Tech: Arabia seem to consistenly be ahead in my games and almost always show up first, don't know if that science rework helps them out to much?
misc:
-45 turn settlers is still quite to long it feels, turn it down to 30 maybe, by lowering the production cost would help, as it makes parts of the run feel a little to punishing for the inca player, who should be catching up.
- the random placement of el dorado is great!
Bugs:
Philantrophy is still bugged. It has been for all my playthrougs on this patch.
Some pictures and comments:
VP halfway through
WP 3 turns before the end. you usally need 1040 points to trigger victory
The philantrophy bug.