Merijn new civs and other projects

It's from an interview with 2012 presidential candidate Herman Cain.
 
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.
Are you sure? Maybe that has changed since the change of the forum software, but previously a mod could easily duplicate a post (I asked it myself once).
 
Please do list all small things. I need those things to polish it. ;)

Okay, here are some things I noticed that could be improved (mostly for South Africa):
- The SA flag has too much detail and doesn't look great. I'm not sure what could replace it though.
- The SA dynamic names could use some work. I think it'd be nice if the initial name were "Republic of the Transvaal" if the capital is Pretoria (even if it was an unofficial name). At the very least write "Boer Republics" instead of "Boer republic" (sic).
- Non-royalty leaderheads are typically referred to only by their last names, e.g. Churchill instead of Winston Churchill. It should be the same for Kruger, Mandela, and Menzies.
- This is probably for 1SDAN: when I played as South Africa and met Australia, their leader was Kruger.
- I didn't start with a missionary as SA, and I didn't have any Protestant cities until I captured Kaapstad, even though my state religion was Protestantism.
- As I mentioned earlier, South Africa should have Dutch city names before English, if they are meant to represent the Afrikaners/Boers. It does seem like a complex civilization to represent, so I'm not sure how to deal with city names, but considering when/where they spawn I think Dutch would fit better than English.
- I think they start with too many settlers. I didn't really know what to do with the two that didn't found Pretoria, and I founded crappy half-desert cities since all the good spots were already taken by the Europeans.
- Considering how important the Dutch Reformed Church was to the Boer Republics and how it was the only allowed religion, I think they shouldn't start with Tolerance.

I didn't play enough with Sweden to find any problems beside the reported bug above. I forgot to mention that it happened every turn, which hindered normal gameplay quite a lot.

If you want, I could do some research to find GP names for the new civs, that's something I enjoy. I do note, from looking at the GP list for Sweden, that there are many medieval names included — more evidence that Sweden should spawn before 1523 ;)
 
Last edited:
Okay, here are some things I noticed that could be improved (mostly for South Africa):
- The SA flag has too much detail and doesn't look great. I'm not sure what could replace it though.
- The SA dynamic names could use some work. I think it'd be nice if the initial name were "Republic of the Transvaal" if the capital is Pretoria (even if it's an unofficial name). At the very least write "Boer Republics" instead of "Boer republic" (sic).
- Non-royalty leaderheads are typically referred to only by their last names, e.g. Churchill instead of Winston Churchill. It should be the same for Kruger, Mandela, and Menzies.
- This is probably for 1SDAN: when I played as South Africa and met Australia, their leader was Kruger.
- I didn't start with a missionary as SA, and I didn't have any Protestant cities until I captured Kaapstad, even though my state religion was Protestantism.
- As I mentioned earlier, South Africa should have Dutch city names before English, if they are meant to represent the Afrikaners/Boers. It does seem like a complex civilization to represent, so I'm not sure how to deal with city names, but considering when/where they spawn I think Dutch would fit better than English.
- I think they start with too many settlers. I didn't really know what to do with the two that didn't found Pretoria, and I founded crappy half-desert cities since all the good spots were already taken by the Europeans.
- Considering how important the Dutch Reformed Church was to the Boer Republics and how it was the only allowed religion, I think they shouldn't start with Tolerance.

I didn't play enough with Sweden to find any problems beside the reported bug above. I forgot to mention that it happened every turn, which hindered normal gameplay quite a lot.

If you want, I could do some research to find GP names for the new civs, that's something I enjoy. I do note, from looking at the GP list for Sweden, that there are many medieval names included — more evidence that Sweden should spawn before 1523 ;)

Yeah I just noticed I jumbled up the order of the lwaders in Consts.py won't be able to update till tomorrow though, on a trip from Boston to New York City ATM
 
Hey, did somebody say that the Australian spawn date would be addressed in the future in a discussion?

I just want to double check bc I disagree w the current date, but I don’t want to beat a dead horse here if it’ll be discussed later.
 
Okay, here are some things I noticed that could be improved (mostly for South Africa):
- The SA flag has too much detail and doesn't look great. I'm not sure what could replace it though.
- The SA dynamic names could use some work. I think it'd be nice if the initial name were "Republic of the Transvaal" if the capital is Pretoria (even if it was an unofficial name). At the very least write "Boer Republics" instead of "Boer republic" (sic).
- Non-royalty leaderheads are typically referred to only by their last names, e.g. Churchill instead of Winston Churchill. It should be the same for Kruger, Mandela, and Menzies.
- This is probably for 1SDAN: when I played as South Africa and met Australia, their leader was Kruger.
- I didn't start with a missionary as SA, and I didn't have any Protestant cities until I captured Kaapstad, even though my state religion was Protestantism.
- As I mentioned earlier, South Africa should have Dutch city names before English, if they are meant to represent the Afrikaners/Boers. It does seem like a complex civilization to represent, so I'm not sure how to deal with city names, but considering when/where they spawn I think Dutch would fit better than English.
- I think they start with too many settlers. I didn't really know what to do with the two that didn't found Pretoria, and I founded crappy half-desert cities since all the good spots were already taken by the Europeans.
- Considering how important the Dutch Reformed Church was to the Boer Republics and how it was the only allowed religion, I think they shouldn't start with Tolerance.

I didn't play enough with Sweden to find any problems beside the reported bug above. I forgot to mention that it happened every turn, which hindered normal gameplay quite a lot.

If you want, I could do some research to find GP names for the new civs, that's something I enjoy. I do note, from looking at the GP list for Sweden, that there are many medieval names included — more evidence that Sweden should spawn before 1523 ;)

Thanks for the feedback. Most of the points are a result of me updating novicenoble's original modcomp, but not looking much further into it. I don't blame him, it's just me not working on those things yet.

- All of my civs do not have many (correct) dynamic names. Mostly because I'm not very good at finding them and come up with the correct conditions. I really like suggestions in that area. Not only for South Africa, but for all civs.
(I didn't want to postpone the release because of this, as it is just a flavour thing.)
- I'll correct the leader names.
- novicenoble let them start with a small flip area. I guess that he aimed that South Africa should conquer the area instead of flipping. I quite like that, so I kept the small flipzone. The determination of the amount of settlers takes the amount of cities in the flipzone in account, which is usually 0 because of the small flipzone. However, I do want them to have enough settlers if South Africa is empty.
I will rewrite it so that the amount of settlers is determined by the amount of cities in South Africa itself, instead of the flipzone. I will also increase the AI flipzone, because they aren't as good in conquering cities.
- The state religion is also determined by the flipzone. I will do something similar like with the settlers.
- I already swapped the Dutch and English order for determining city names. I didn't push it yet.
- I copied the starting civic from a neighbouring civ. (IIRC canada) I didn't look that much into it to see if it is historical. (Mostly because I don't have much knowledge in that aspect and rely on feedback like this)

I already uploaded a fix for Sweden.

Hey, did somebody say that the Australian spawn date would be addressed in the future in a discussion?

I just want to double check bc I disagree w the current date, but I don’t want to beat a dead horse here if it’ll be discussed later.

I already moved the spawn date backwards to 1851 AD. I don't want to move if further back. I think that would interfere with the UHV too much.
 
Last edited:
Thanks for the feedback. Most of the points are a result of me updating novicenoble's original modcomp, but not looking much further into it. I don't blame him, it's just me not working on those things yet.

- All of my civs do not have many (correct) dynamic names. Mostly because I'm not very good at finding them and come up with the correct conditions. I really like suggestions in that area. Not only for South Africa, but for all civs.
(I didn't want to postpone the release because of this, as it is just a flavour thing.)
- I'll correct the leader names.
- novicenoble let them start with a small flip area. I guess that he aimed that South Africa should conquer the area instead of flipping. I quite like that, so I kept the small flipzone. The determination of the amount of settlers takes the amount of cities in the flipzone in account, which is usually 0 because of the small flipzone. However, I do want them to have enough settlers if South Africa is empty.
I will rewrite it so that the amount of settlers is determined by the amount of cities in South Africa itself, instead of the flipzone. I will also increase the AI flipzone, because they aren't as good in conquering cities.
- The state religion is also determined by the flipzone. I will do something similar like with the settlers.
- I already swapped the Dutch and English order for determining city names. I didn't push it yet.
- I copied the starting civic from a neighbouring civ. (IIRC canada) I didn't look that much into it to see if it is historical. (Mostly because I don't have much knowledge in that aspect and rely on feedback like this)

I already uploaded a fix for Sweden.



I already moved the spawn date backwards to 1851 AD. I don't want to move if further back. I think that would interfere with the UHV too much.
I meant moving it up to 1901. Why does everybody feel the need to invent new Australian independence days? If the UHVs are impossible in 1901 then we have chosen bad UHVs. What is Australia know for? (1) having the longest unbroken record of quarters without a recession. (2) Exporting raw materials to Asian industrial markets (3) Being the main regional power in Oceania (4) Fighting WW1 and WW2.

Right now only one of these is actually represented. Instead they’ve been replaced by strange UHVs. 100+ turns is plenty of time for a compelling game if a civ is designed well.
 
I meant moving it up to 1901. Why does everybody feel the need to invent new Australian independence days? If the UHVs are impossible in 1901 then we have chosen bad UHVs. What is Australia know for? (1) having the longest unbroken record of quarters without a recession. (2) Exporting raw materials to Asian industrial markets (3) Being the main regional power in Oceania (4) Fighting WW1 and WW2.

Right now only one of these is actually represented. Instead they’ve been replaced by strange UHVs. 100+ turns is plenty of time for a compelling game if a civ is designed well.

I really disagree with you saying that UHV are bad, just because the spawn date isn't the true independence date. I chose them because they are IMO fun and are historically accurate enough to be called UHV. For that, I couldn't pick the spawn date to be too late.

3 of your points are represented, but you may have failed to see the connection.
(2) The UP represents that
(3) The 1st UHV represents that, but with a twist to make it more challenging
(4) The 2nd UHV represents that
The last UHV represent the high quality of life in Australia, which is also a thing Australia is known for. They are on top of the HDI list for a reason. I know the list is a recent thing, but even before the list was invented the quality of life was pretty good out there.
 
I really disagree with you saying that UHV are bad, just because the spawn date isn't the true independence date. I chose them because they are IMO fun and are historically accurate enough to be called UHV. For that, I couldn't pick the spawn date to be too late.

3 of your points are represented, but you may have failed to see the connection.
(2) The UP represents that
(3) The 1st UHV represents that, but with a twist to make it more challenging
(4) The 2nd UHV represents that
The last UHV represent the high quality of life in Australia, which is also a thing Australia is known for. They are on top of the HDI list for a reason. I know the list is a recent thing, but even before the list was invented the quality of life was pretty good out there.
OK, so I understand the 1st two, but I guess there are two more specific questions i would ask:

1. why the third UHV? Why not something related to export income, GDP per capita, etc? This would allow for a goal date of 2000 or 2010
2. If the 3rd UHV were replaced could Australian independence day not be moved to be more realistic? 1950 to settle the islands seems doable. The diggers one might be difficult, but there's no reason why 10 has to be the golden number.
 
Thanks for the feedback. Most of the points are a result of me updating novicenoble's original modcomp, but not looking much further into it. I don't blame him, it's just me not working on those things yet.

- All of my civs do not have many (correct) dynamic names. Mostly because I'm not very good at finding them and come up with the correct conditions. I really like suggestions in that area. Not only for South Africa, but for all civs.
(I didn't want to postpone the release because of this, as it is just a flavour thing.)
- I'll correct the leader names.
- novicenoble let them start with a small flip area. I guess that he aimed that South Africa should conquer the area instead of flipping. I quite like that, so I kept the small flipzone. The determination of the amount of settlers takes the amount of cities in the flipzone in account, which is usually 0 because of the small flipzone. However, I do want them to have enough settlers if South Africa is empty.
I will rewrite it so that the amount of settlers is determined by the amount of cities in South Africa itself, instead of the flipzone. I will also increase the AI flipzone, because they aren't as good in conquering cities.
- The state religion is also determined by the flipzone. I will do something similar like with the settlers.
- I already swapped the Dutch and English order for determining city names. I didn't push it yet.
- I copied the starting civic from a neighbouring civ. (IIRC canada) I didn't look that much into it to see if it is historical. (Mostly because I don't have much knowledge in that aspect and rely on feedback like this)

Sure, that's why I said they were just small polishing things.

Some further comments:
- I like the small flip area too, it seems really good for representing the small, defiant Boer Republics. Your rewrite of the settler code sounds good.
- I forgot to mention that Sweden starts with Centralism even though they don't have the prereq.
- I think it'd be nice if the South African dynamic names looked like the following pseudocode:

Code:
if industrial era:
  if empire (> 4 cities): Union of South Africa
  else if capital = Pretoria or Johannesburg: Republic of Transvaal (alternatively South African Republic but that's too similar to the more recent name)
  else if capital = Bloemfontein: Orange Free State
  else if capital = Pietermaritzburg or Durban: Natalia Republic
  else: Boer Republics
if global or digital era:
  if democratic: Republic of South Africa
  else: Union of South Africa
if vassal: Cape Colony
if fascist: Afrikaner Volkstaat
 
The more important question is why doesn't the Australia component include an Emu unit and appropriate barbarian spawns?
 
The more important question is why doesn't the Australia component include an Emu unit and appropriate barbarian spawns?
i assume the emus will be the barbarian unit? in that case, very historical. i like it.
 
Right.
 
OK, so I understand the 1st two, but I guess there are two more specific questions i would ask:

1. why the third UHV? Why not something related to export income, GDP per capita, etc? This would allow for a goal date of 2000 or 2010
2. If the 3rd UHV were replaced could Australian independence day not be moved to be more realistic? 1950 to settle the islands seems doable. The diggers one might be difficult, but there's no reason why 10 has to be the golden number.

The reason for the 3rd UHV I mentioned in previous post. Do you have a specific UHV in mind?
The number for gifting units is not a hard number. I don't want it to be 1, because that is too easy. Just gift once and be done with it. The challenge should come from the logistic of buildings the units and sending them to civs you have a defensive pact with. But the number could easily be larger or smaller if required. I do like the end that because it more or less represents the end of WWII.

Sure, that's why I said they were just small polishing things.

Some further comments:
- I like the small flip area too, it seems really good for representing the small, defiant Boer Republics. Your rewrite of the settler code sounds good.
- I forgot to mention that Sweden starts with Centralism even though they don't have the prereq.
- I think it'd be nice if the South African dynamic names looked like the following pseudocode:

Code:
if industrial era:
  if empire (> 4 cities): Union of South Africa
  else if capital = Pretoria or Johannesburg: Republic of Transvaal (alternatively South African Republic but that's too similar to the more recent name)
  else if capital = Bloemfontein: Orange Free State
  else if capital = Pietermaritzburg or Durban: Natalia Republic
  else: Boer Republics
if global or digital era:
  if democratic: Republic of South Africa
  else: Union of South Africa
if vassal: Cape Colony
if fascist: Afrikaner Volkstaat

Thanks. I'll see what I can do to implement it.

The more important question is why doesn't the Australia component include an Emu unit and appropriate barbarian spawns?

Unfortunately I can't find emu art. However, I did find art for a rabbit, which is quite devestating to the Australian agriculture.

Seems that the Camps branch doesn't work. There's no native units in my America game.

Do camps spawn? During my test runs the camps did spawn. Normal native units do not spawn unless there is a camp.
 
Last edited:
Do camps spawn? During my test runs the camps did spawn. Normal native units do not spawn unless there is a camp.
No, I find no camps and native units.

What does the camp look like? Is there any screenshots?
 
You can view them in the pedia.
Yes, in my civilopedia there is Camp in Recon units, so I think it's not a mistake during git update. An autosave in 1841ad here, maybe helpful.
 

Attachments

Merged Swahili and Sweden into my modcomp, updated to the latest version of DOC, and made a slight tweak to the game that makes Ragnar's favorite civic Clergy (he clings to Deification and collapses otherwise) and halving the impact stagnant economy checks have on a civ's stability, which should have fixed economic collapse without making economic stagnation entirely neutral.

The balance changes are available on the StabilityFix branch, the civs with the balance changes are available on the BalanceAndCivs branch, and if anyone wants me to I can update the CivComp branch so that it has all of the Civs in BalanceAndCivs with none of the stability changes. As for the develop branch, I intend to revert it into a clone of DOC's develop, but I'm going to hold off on that until I am so bored that I have nothing better to do.

On an unrelated note while rolling a Swedish game to check if the game works, I noticed that China got conquerors and took over both the Aztecs and half of the Incans by the Swedish Spawn.
 
Not sure if I need to comment here or in @1SDAN thread, but how does Swahili's F8 screen count a gold from trade routes? Say, I make 3 commerce via trade routes and my gold slider is at 30%. Will it add 1 gold to the F8 1st UHV counter?
 
Back
Top Bottom