Merijn new civs and other projects

In base DOC Denmark constantly collapses, are they any better off with Sweden acting as a stopgap on their over expansion?
 
I don't think over expansion, if any, is the cause of their collapse.
 
I don't think over expansion, if any, is the cause of their collapse.
Really, then what causes their collapse in every game I play? I mean I could check, but I'm currently having too much fun playing as Israel.
 
Those are some of the reasons for smaller AI-Civs I have seen a lot:
- poor economy
- idiotic civ-combinations
- bad relations
- collapsing neighbors
Sounds about right.

Economy should require at worst a stagnant economy, perhaps adding a new economic instability from cities with high populations and low commerce to compensate. I could probably make a mod for that if it's simple enough. I think I'll look into this. Anyone have any idea what some reasonable pop/commerce ratios and corresponding stability mods would be? I'm thinking I'd want levels for Penniless Populace, Impoverished Populace, Well-Off Populace, Wealthy Populace, and Everybody's a Gajillionaire. Also, suggestions for better names would be nice.

Civic combinations is something I'm more uncertain of whether or not I can accomplish, as it depends on how easy it is to change AI weights for certain civics, and whether I can make global weights to make AIs not try to combine incompatable civics, but if this is still an issue after my attempt at fixing the economy, and if my attempt succeeds, I'll look into it.

As for collapsing neighbors and poor relations, I wouldn't think they're big enough of issues to topple a civ on their own, so unless I'm wrong, I'm going to prioritize these last.
 
Leoreth seems to have tackled some of the classic problems with his newest stability overhaul:

-
- Completely removed negative stability from unstable neighbours
- Completely removed stability from open borders / instability from number of contacts (penalised the AI too much, while easy to achieve for the player)

I am playing 1.14 and not the newest GIT-Versions - so I dont know how those changes work out. I guess removing negative stability from unstable neighbours and the collaps to the core mechanic will do much good on its own.

Your idea regarding negative stability from impoverished population in particular sounds very interesting - but is propably rather specific.

Regarding civics: In my games mercantilism is usually an annoyance (AI loves it, often also during the late game). Dont know if this problem still exists with the new civics.
 
but is propably rather specific.

Yeah, the main idea is to punish rapid expansion without giving cities time to build up, and likewise punish high population cities with low investment in things like Libraries, Theatres, and whatever gives %Espionage.

Notice how I say commerce, the intention is not to target the base commerce of cities, but the resulting commerce following Specialists, Modifiers, etc. This is for a few reasons:

  1. It makes %Commerce modifiers a necessity late game, and thus means cities can't just build a couple workers in the beginning of the game and spend the rest of it building military units, settling, and improving their cities without any care for buildings. If a city's at a high population it will typically have been around long enough to squeeze in one or two necessity builds.
  2. It buffs %Gold and %Espionage, and to a lesser extent %Culture modifier buildings. Any building that provides %Science is an automatic build in almost every. Any building that provides %Culture is an automatic build in Core Cities. But %Gold and %Espionage buildings are more useful in some games than others, so this gives more of a reason for non-Espionage/Gold focused civs to build them.
  3. It should be unobtrusive for the AI, yet punishing for players who expand too quickly or focus solely on military without forcing high level players to change their strategy.
However, it may indeed be a bit too specific, and may not be worth implementing as my initial intention was to give a new source of instability, but as I look at this more it seems more and more to just be a stability buff to everyone but those who play poorly.

I really don't like the idea of removing stagnation instability without adding a new instability to replace it though, so if anyone has suggestions I'd greatly appreciate it.
 
I tried the early game of both the Boers (as part of the merged mod by 1SDAN) and the Swedes. They're overall quite nice! I know they're not totally polished, so I won't list all the small things I noticed, but I can provide some suggestions and constructive criticism. For instance, I think the Boers' city name maps should use Dutch first and English second instead of the reverse (short of making a unique Afrikaans map).

During the Swedish game I got a python exception saying "NameError: global name 'getTurnYear' is not defined" in File Victory.py, line 1287, in checkTurn.
 
Please do list all small things. I need those things to polish it. ;)

I uploaded some updates in the Swedish branch:
- Karolin has 10% vs. arquebusiers
- Sweden starts with Academia
- Updated Swedish GP list
- Fixed victory bug
- Iceland is controlled by the Norse in 1700 AD scenario
- Norse are named Kingdom of Denmark-Norway at the start of the 1700 AD scenario
 
Regarding Australia, is there some mechanic in place to enable immigration to Australian cities? In the original modmod, I think the UB had that effect. Is this still the case?
 
Immigration to Australia is already present in the main mod. So yes.

Thinking of it, linking the UB to that mechanic would be very nice. Currently it only adds a trade route to represent the immigration.
 
@Leoreth

Can you move this post to the 2nd post in this thread, please. I'm planning to make this thread my projects thread (2nd UU/UB etc.) and more space will be useful.

And if possible, add "and other projects" to the thread title.
 
What does this refer to? :)
Honest question?

@Leoreth

Can you move this post to the 2nd post in this thread, please. I'm planning to make this thread my projects thread (2nd UU/UB etc.) and more space will be useful.

And if possible, add "and other projects" to the thread title.
Unfortunately I cannot change the order in which posts appear. And you should be able to edit your own thread title.
 
Unfortunately I cannot change the order in which posts appear. And you should be able to edit your own thread title.

I was under the impression that you could insert/move posts as an admin. Or is that only move post to another thread?

I never new I could do that myself. (Apparently I didn't search well enough for the button to do so)
 
First of all I am not an admin, but even they cannot insert new posts at arbitrary times with forum tools (I suppose you could on the database directly but yikes). I had a lengthy discussion with multiple staff members once to enable something just like your request but we had to give up.
 
Released the 2nd UU and UB modcomp

- Updated the modcomp to the latest current git version
- Some UU/UB replace other units/buildings
- Some UU/UB provide a different bonus
- Improved some art
- Improved integration with the main mod
 
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