Personal opinion, that would be overpowered for the Tolerant trait.Is it intended for a Kuriotate city under Elohim control (in this instance, Cardith asked to be assimilated into Elohim culture proper from voluntary vassal) to be limited to the conventional fat cross opposed to the Kuriotate/City of a Thousand Slums super city? I can see this both ways -- it can make the Elohim unbalanced if they can have a Kuriotate city at full potential, but it loses on the Kuriotate flavour (outside of the unique buildings and units).
For example: Cardith Lorda has five full cities (assuming huge map) plus a handful of Settlements. The Elohim begin capturing cities. We'll assume there's always a cap of 5 Super Cities (not counting 1000 Slums) per power: As Cardith loses cities, he upgrades a Settlement; as the Elohim capture, they reach the 5 cap, plus any Settlements would be regular Elohim cities.
On the other hand, it feels like the Tolerant trait would include this ability, as the super city isn't part of the Hero limitation explicity spelled out in the tooltip.
Either it would be overpowered (if they can keep infinite cities at +3 instead of +2) or aggravatingly arbitrary if they couldn't. Plus honestly I think it kind of does fall under the hero exception. I mean, the only reason why the K can maintain their cities like that lore vise is because their empire is very much micromanaged from the top by their godking who happens to be a kid possessed by their hero unit.Personal opinion, that would be overpowered for the Tolerant trait.
I'm fine with this being left as is: Elohim Kuriotate cities being +2 instead of +3.
On another, hilarious note: One of my vassals built the Mecurian Gate and summoned the Mecurians... who auto-became another vassal of mine, instead forming a Team with their summoner or with the vassal master.
That leads to an interesting question: If the Infernals get summoned in (they haven't yet), can they petition vassalage or forced into capitulation if the Mercurians are already vassals?
I know vassaled Infernals will be forced out of vassalage and into war if the vassal master builds the gate and brings in the Mercurians as a Team.
I made a note to try and prevent this sort of thing.I had a similar situation recently and my experience is that you can have both Mercurians and Infernals as vassals at the same time. The exact situation was the following: I had aquired a peacetime vassal and they summoned the Mercurians, which also became my vassals (although they also did form a team with their summonner). The Infernals were also in the game and a bit later I attacked them and forced a capitulation, so I had both civs as vassals with no problems. And yes, the Infernals did have the AshenVeil religion.
Could you specify what exactly you mean with "Revolution Sentiment"? I don't recall ever seeing a percentage value anywhere. But I confess I don't fully understand all the revolutions mechanics (I wonder if anybody still on cf does...).Revolutions: I'm noting that cities built far from the capitol(s) are set at 25% Revolution Sentiment; captured cities are set at 33%. This is extremely punishing before later civics are available or the economy is strong enough to dole out bribes, as captured cities will end up rebelling then revolting before any buildings that can marginally help with stability (monument being the cheapest) can even be built. And while I'm currently playing on Marathon, even on Quick the revolution counter's going to mount faster than can effectively be reacted to
Yeah, revolutions currently are unbalanced. I'm currently (again) working on untangling the stability code, so it can be displayed more transparently, and is easier to modify by me (and, well, so I actually understand it). When(/if) that is done, I plan to do some rebalancing, but I will post here beforehand so that people can comment on my ideas and contribute their own.I'll also note that playing an evil civ is far more likely to run into problems, as they don't necessarilly have the impetus to be using civics to prevent revolutions -- why would an evil civ not want Slavery, for example?
I'm not certain adjusting rates for the Revolution counter is needed yet, but the initial 25%/33% base may be worth lowering. It'll lower silliness like in the screenshot.
The tolerant trait is not base on nationality at all, but rather on the original founder of the city. Still, what you propose sounds nice, I'll consider it. A similar thing could work for grigori diversity, i.e., a city founded with an orc settler could be more likely to produce orc units.Elohim: Building a city with a Settler from a captured city currently gives the new city 100% Elohim nationality.
Like the captured Kuriotate city +3 discussion above, this could overpower the Tolerant trait, but I can see merit new cities have mixed nationality (random % - can be challenging with Revolutions on) and/or founding a city with the Settler's nationality so that it can produce its units/buildings (ie, Warrens for Clan).
Percentages are visual estimations from looking at the Revolt Status bar in the City Screen (above the Nationality and Culture bars). I'm planning on starting a game and using World Editor to add a bunch of cities to see how distance affects initial %.Could you specify what exactly you mean with "Revolution Sentiment"? I don't recall ever seeing a percentage value anywhere. But I confess I don't fully understand all the revolutions mechanics (I wonder if anybody still on cf does...).
From the attached save game: Note cities Einion Hold (which gained 90+% Sheaim nationality on founding by Elohim -- used to be in a Sheaim sphere of influence before the AI razed a city in the area, I believe; Ring of Scion (different continent no foreign culture); Heimseter (captured Doviello); Deluoc (captured Doviello); Achill (distance); Shazak (captured Clan); Inishmann (Illian culture, founded well after Illians ejected from game); Sapientia (same as Inishmann); Ithralia (captured Luchuirp); Drax Tallen (distance); Glulynn (distance); Urslo (captured Doviello); Suderholm (distance - see Ring of Scion); Dis (captured Infernal); Kuldevind (distance); Olricstaad (distance - see Ring of Scion); Tia'minar (Elohim founded within former Doviello culture); Hyll (Ljosafar captured from Acheron); Ventry ('distance'); Solium (distance); Ahepetr (captured Lanun); Maron (distance); Miro (distance). Currently, the main AI city having issues is Enoreth (in the former Illian/Doviello zone), as a rebellion against the Mercurians popped Illians back into play.Yeah, revolutions currently are unbalanced. I'm currently (again) working on untangling the stability code, so it can be displayed more transparently, and is easier to modify by me (and, well, so I actually understand it). When(/if) that is done, I plan to do some rebalancing, but I will post here beforehand so that people can comment on my ideas and contribute their own.
That said, could you maybe post a savegame of that or a similar game with revolutions on? It usually doesn't get that bad for me, probably because I usually play on smallish maps.
Okay, I looked at the code and it says the following:Percentages are visual estimations from looking at the Revolt Status bar in the City Screen (above the Nationality and Culture bars). I'm planning on starting a game and using World Editor to add a bunch of cities to see how distance affects initial %.
Despite there being options for # of cities and power ratio to display on the scoreboard, they do not display even when the information is accessible to the player.
This will be fixed in the next version.The loading screen tooltip which mentions it still refers to it as "Pristinus Pass".
I put this on my TODO list, could be hard to do. In any case the Gargoyles shouldn't be able to attack cities.Is there a way to disincentivize the AI from building near Pristin Pass? I recently had a game in which the Lanun built its capital on an adjacent tile.
This is a known problem that I can't fix currently.In the sevopedia entry for Angel Unit, Angel Race links to Angel Unit instead of Angel Race.
A similar problem is present for all Lizardman Units.