Thanks for the replies Gedemon. Great to hear more about your plans for this mod and your design philosophy in general!
EDIT: Ah, I realise I read that wrong. I though nomadCultures did not require a city to unlock, just an outpost!
(That's how intended it! I feel some other cultures besides the Huns and Mongols should have this ability as well, for example the Franks, English (Anglo-Saxons) and Teutons (Saxons) all were non-urbanised, tribal societies in the very early middle ages. The Byzantines in contrast were already an urban society by that time, as they were the direct successors to the Romans.)
The small list forces most cultures to start with just a single territory. But the "noCapitalTerritory" have more territories, since you can't very well have multiple Empires pick that culture if they only have a single core territory. So you want them to have several territories. The downside with the "small" list then is that if you own all these territories, you inherit much more territories then with the "normal" cultures, giving them an unfair advantage. So unless it's possible to let them only inherit a single territory from the list, for the small list it would be better/more fair to give them just a few territories too.
I'm working on the large list! I can imagine these scenarios:
- small list determines starting territory, large list determines stability bonus/penalties
- large list determines both
- additionally, the large list could also determine which territories you can keep after transcending. E.g. you can conquer India with the Harappans, but if you decide to transcend rather than become the Mauryans, you will lose some territories and the Mauryans will spawn in the Ganges territory.
Working on it!
In my mind, it would represent how Egypt survived as a political entity until Roman times, but by then it had essentially become a Hellenic (Greek) state rather than being a continuation of the Ancient Egyptian Kingdoms. But it was just a thought, the main point is that "obsolete" Cultures are going to be addressed, that's great news!
These things sound great!
Sure, I'll try and get you those the next time I transition. From what I remember, typically I unlock a single tech, but I'm not sure about how much Science is left, if any. Maybe the real problem is that by Early Modern, tech cost is so high that if you transition to a much smaller empire, it takes a while (and requires some expansion) to get Science production back to reasonable levels. So maybe the aim should be to give 2-3 techs on culture switch, or even just unlock all previous era techs.
My experience is that Money, Influence and Production give very big boosts to jump-start the new culture, while the single tech bonus can't help prevent a feeling of technological stagnation. The production bonus is maybe on the high end even, as from the example where I was able to construct 3 Wonders in a row.
That's great news, I was using his mod all the time, but I was afraid it might clash with this one. I'll use it in the next run and let you know.
I don't know if there is a way to prevent Semiramis from getting picked as an Empire leader. He has the annoying trait that he will never switch cultures.
Side note, the "nomadCultures" table in my code is just a helper to ID the game's Cultures that can't build city (so they can unlock other Culture without requiring a city on that Territory), it doesn't have other effects
EDIT: Ah, I realise I read that wrong. I though nomadCultures did not require a city to unlock, just an outpost!
(That's how intended it! I feel some other cultures besides the Huns and Mongols should have this ability as well, for example the Franks, English (Anglo-Saxons) and Teutons (Saxons) all were non-urbanised, tribal societies in the very early middle ages. The Byzantines in contrast were already an urban society by that time, as they were the direct successors to the Romans.)
"noCapitalTerritory" actually means the Culture can be picked by multiple Empires, could you precise how you'd like to expand its use ?
The small list forces most cultures to start with just a single territory. But the "noCapitalTerritory" have more territories, since you can't very well have multiple Empires pick that culture if they only have a single core territory. So you want them to have several territories. The downside with the "small" list then is that if you own all these territories, you inherit much more territories then with the "normal" cultures, giving them an unfair advantage. So unless it's possible to let them only inherit a single territory from the list, for the small list it would be better/more fair to give them just a few territories too.
While if there are 2 list I can use one for unlocking/keeping and one for stability bonus/penalties, I don't plan to use 1 for unlocking (large) and one for keeping (smaller), I don't see how to handle the cases where you unlock from the large list without having territories from the small list.
I'm working on the large list! I can imagine these scenarios:
- small list determines starting territory, large list determines stability bonus/penalties
- large list determines both
- additionally, the large list could also determine which territories you can keep after transcending. E.g. you can conquer India with the Harappans, but if you decide to transcend rather than become the Mauryans, you will lose some territories and the Mauryans will spawn in the Ganges territory.
The nice features of having 2 lists is that it would allow very different gameplay types by setting options and not that much lines of code (except for the relation with Stability, but I already plan to do that)
Working on it!
That would kind of break the TCL concept. But I have other possible plans for "obsolete" Cultures.
In my mind, it would represent how Egypt survived as a political entity until Roman times, but by then it had essentially become a Hellenic (Greek) state rather than being a continuation of the Ancient Egyptian Kingdoms. But it was just a thought, the main point is that "obsolete" Cultures are going to be addressed, that's great news!
If I start implementing economic features from my civ6 overhaul, this would not be an issue as Iron would stockpile from simply working some tiles, deposit just being "boost" for a strategic resource. (I'm still testing the water here, I can't say yet if HK is the platform I want to mod on the next few years, but it looks good)
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Like forcing placements adjacent to the main district (and harbors) until later techs.
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Agree to, my next plan when the above is coded is to keep only the core territory of the previous Culture to the new spanned Empire, which mean moving from Mycenaeans to Greece would not spawn a new major Empire (as the core would not be free for it), but minor Factions on the outside territories, 1 per city with an average life span, and one for territories without city with a low life span.
...
Your move from Mycenaeans to Celts would result in the Mycenaeans becoming a Major empire that could evolve into Greece, Italy becoming a minor who could evolve into Romans.
These things sound great!
I'd like to see the log from a change then, mine showed no loss of the calculated compensation.
Maybe with a screen of the progress bar of the next chosen techs, and its cost.
Also maybe the compensations need separate factors for science, influence and production.
Sure, I'll try and get you those the next time I transition. From what I remember, typically I unlock a single tech, but I'm not sure about how much Science is left, if any. Maybe the real problem is that by Early Modern, tech cost is so high that if you transition to a much smaller empire, it takes a while (and requires some expansion) to get Science production back to reasonable levels. So maybe the aim should be to give 2-3 techs on culture switch, or even just unlock all previous era techs.
My experience is that Money, Influence and Production give very big boosts to jump-start the new culture, while the single tech bonus can't help prevent a feeling of technological stagnation. The production bonus is maybe on the high end even, as from the example where I was able to construct 3 Wonders in a row.
too complex. let me know how it feels with AOM's mod
That's great news, I was using his mod all the time, but I was afraid it might clash with this one. I'll use it in the next run and let you know.
I don't know if there is a way to prevent Semiramis from getting picked as an Empire leader. He has the annoying trait that he will never switch cultures.
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