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Autobuilding like barbarian culture effect, that would produce +1 culture would be better - you can play with no traits option altogether after all.
This is how I tweaked it in my modmod:
Spoiler Cultures_CIV4BuildingInfos.xml :
Code:
        <BuildingInfo>
            <!-- NPC Culture Barbarian -->
            <BuildingClass>BUILDINGCLASS_CULTURE_NATIVE</BuildingClass>
            <Type>BUILDING_CULTURE_NPC_BARBARIAN</Type>
            <Description>TXT_KEY_BUILDING_CULTURE_BARBARIAN</Description>
            <Civilopedia>TXT_KEY_BUILDING_CULTURE_NATIVE_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_BUILDING_CULTURE_BARBARIAN</ArtDefineTag>
            <!-- Construction cost -->
            <iCost>-1</iCost>
            <bAutoBuild>1</bAutoBuild>
            <!-- Main effects -->
            <iHealth>2</iHealth>
            <iHappiness>2</iHappiness>
            <CommerceChanges>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>1</iCommerce>
            </CommerceChanges>
            <CommerceModifiers>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>100</iCommerce>
            </CommerceModifiers>
            <!-- Misc. Effects -->
            <iPopulationgrowthratepercentage>-25</iPopulationgrowthratepercentage>
            <iMilitaryProductionModifier>25</iMilitaryProductionModifier>
            <!-- Special properties -->
            <bNukeImmune>1</bNukeImmune>
            <iMinAreaSize>-1</iMinAreaSize>
        </BuildingInfo>
        <BuildingInfo>
            <!-- NPC Neanderthal Culture -->
            <BuildingClass>BUILDINGCLASS_CULTURE_NATIVE</BuildingClass>
            <Type>BUILDING_CULTURE_NPC_NEANDERTHAL</Type>
            <EnabledCivilizationTypes>
                <EnabledCivilizationType>
                    <CivilizationType>CIVILIZATION_NPC_NEANDERTHAL</CivilizationType>
                </EnabledCivilizationType>
            </EnabledCivilizationTypes>
            <Description>TXT_KEY_BUILDING_CULTURE_NATIVE_NEANDERTHAL</Description>
            <Civilopedia>TXT_KEY_BUILDING_CULTURE_NATIVE_PEDIA</Civilopedia>
            <ArtDefineTag>ART_DEF_BUILDING_NEANDERTHAL_EMBASSY</ArtDefineTag>
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <!-- Construction cost -->
            <iCost>-1</iCost>
            <bAutoBuild>1</bAutoBuild>
            <!-- Main effects -->
            <iHealth>2</iHealth>
            <iHappiness>2</iHappiness>
            <CommerceChanges>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>3</iCommerce>
            </CommerceChanges>
            <CommerceModifiers>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>25</iCommerce>
            </CommerceModifiers>
            <FreeBuilding>BUILDINGCLASS_CULTURE_ACTIVE_NEANDERTHAL</FreeBuilding>
            <!-- Misc. -->
            <iPopulationgrowthratepercentage>-25</iPopulationgrowthratepercentage>
            <iMilitaryProductionModifier>25</iMilitaryProductionModifier>
            <!-- Special properties -->
            <bNukeImmune>1</bNukeImmune>
            <iMinAreaSize>-1</iMinAreaSize>
        </BuildingInfo>
 
Autobuilding like barbarian culture effect, that would produce +1 culture would be better - you can play with no traits option altogether after all.
Sure but I don't really condone that option much and another autobuilding actually takes up a decent amount of memory and contributes to slowdowns.

EDIT: Toffer's solution is probably best actually.
 
Sure but I don't really condone that option much and another autobuilding actually takes up a decent amount of memory and contributes to slowdowns.

EDIT: Toffer's solution is probably best actually.

Do you want Toffer to add this to the main? I have no problem with him adding it in.
 
Ok, Neanderthals doesn't have a unique native culture autobuild, so I'll just adjust the barbarian native culture autobuild for now.

By the way, question:
Can barbarian cities be unhappy or unhealthy, in the sense that it can cause negative consequences for their cities performance?
 
Can barbarian cities be unhappy or unhealthy, in the sense that it can cause negative consequences for their cities performance?
I don't believe they can. I know I disabled property accumulations for them as well.

As for the Neanders, I've run across that being an issue. They may need to get one I believe. What do the human player ones get and why is it different?
 
As for the Neanders, I've run across that being an issue. They may need to get one I believe. What do the human player ones get and why is it different?
All civs ( except: Minor Civs, Neanderthal NPC, Animal NPC ) has a unique variant of the BUILDINGCLASS_CULTURE_HUMAN.
Spoiler CIV4CivilizationInfos.xml :
Code:
            <Type>CIVILIZATION_UNITED_STATES</Type>
            <Buildings>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_CULTURE_HUMAN</BuildingClassType>
                    <BuildingType>BUILDING_CULTURE_NAMERICAN</BuildingType>
                </Building>
            </Buildings>

            <Type>CIVILIZATION_ARABIA</Type>
            <Buildings>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_CULTURE_HUMAN</BuildingClassType>
                    <BuildingType>BUILDING_CULTURE_MIDDLEEASTERN</BuildingType>
                </Building>
            </Buildings>

            <Type>CIVILIZATION_BARBARIAN</Type>
            <Buildings>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_CULTURE_HUMAN</BuildingClassType>
                    <BuildingType>BUILDING_CULTURE_BARBARIAN</BuildingType>
                </Building>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_VERSAILLES</BuildingClassType>
                    <BuildingType>NONE</BuildingType>
                </Building>
                <Building>
                    <BuildingClassType>BUILDINGCLASS_ACADEMY</BuildingClassType>
                    <BuildingType>NONE</BuildingType>
                </Building>
                etc.
            </Buildings>
This is one of the challenges in removing building classes from the game entirely.
 
So aside from the building class issue, shouldn't the Neanderthal NPC and Neanderthal PC players get a variant of the buildingclass Neanderthal?
 
I see no harm in giving them one, I just didn't have time for it today.
If no one else adds it before I make another commit (which can be weeks as I'm real busy with RL and the pedia modmod atm.) I'll give them one.
 
Started a new Epic game, PM map, Emperor and reached Sed Life at 5500BC. Had only left 2 techs besides the 3 religion techs unresearched when I got there. Missed Tengri by about 5 turns to my only neighbor Darius.

The AI shows no response to an exile I built to stop a Babylonian worker from building a palisade right next to my newest city to block me off. Ended up having to DoW Darius to take the palisade. The exile has been roaming Darius' northern most city pillaging what ever it pleases with many times archers, atls, and/or hunters on adjacent tiles doing nothing to stop it. No SM or CM activated for this test game by the way. So the Exile of mine is free to do what it wants in a Non Combat/SM game. Darius seems to be oblivious to it and it's destruction to the tile improvements.

Darius had a Tornado event, by the 3rd turn I could move the exile onto the Tornado tile. 1st turn the tornado was showing my exile would receive 50% damage from the tile and it was a red circle too. So I could not move onto the tile. A turn or 2 later I decide to try again and I could enter the tile with no damage taken.

My Research slider has stayed almost the whole time at 100%. Though I have went thru several periods where I was losing as much as 39 gold/turn, but my Treasury was around 1300 gold. So I rode out the dips. Generally they occurred after placing a new city.

The re-costing changed the order of When and How many turns to build on many buildings that used to be early builds. It's different and makes you think a bit more.

Overall the Preh era still very manageable on Epic and Emperor.

Now I will see how Ancient goes.

EDIT: I see I need to Update to get the 2 last commits into this game.
 
The AI shows no response to an exile I built to stop a Babylonian worker from building a palisade right next to my newest city to block me off. Ended up having to DoW Darius to take the palisade. The exile has been roaming Darius' northern most city pillaging what ever it pleases with many times archers, atls, and/or hunters on adjacent tiles doing nothing to stop it. No SM or CM activated for this test game by the way. So the Exile of mine is free to do what it wants in a Non Combat/SM game. Darius seems to be oblivious to it and it's destruction to the tile improvements.
He probably needs something to see it with and can't build one yet. hmm...
 
I finally lost him when I put him into Darius' Capital city.
 
Atm I have no clue without going thru the combat log thoroughly. I kinda lost track of it while attacking 2 other of Darius' cities.
 
Here's a later save from this game:

Revision 9675 (according to right-click > Properties > subversion)
Marathon Speed
Emperor Difficulty
Large Map, with the default number of Civs
Perfect World 2f Mapscript, with Break Pangaea, Start in Old World, and extra rivers. Any other mapscript settings should be default.

I hit classical at turn 643, 2318BC. Most of the AI got there before me.

I'm stopped by an annoying CTD on the turn right after this. Once it triggered as I was playing with forced specialists, next when I was routing some deer riders, and the third after I issued an attack. Once I figure out how to replicate it I'll post it to the bugs thread.
 

Attachments

  • Classical 643 2318BC.zip
    2.5 MB · Views: 59
I had little time to play in the last two months. I abandoned my old game because it became quite slow and because the building re-costing project. I started a new one with SVN 9675. I updated to SVN 9681 in turn 428.

I play on Emperor difficulty and on Snail Game Speed. The map is a C2C_World generated Large map with Waterworld Landform and Low Sea Level. I play with the Sumerian Empire / Gilgamesh. I use the original traits, which are Protective, Agricultural, and Temperamental. Technology Trading and Brokering are disabled, Tech Diffusion is enabled.

I reached Sedentary Lifestyle in turn 575 / 5470 BC. I am not the first, a distant civ reached it in turn 513. I have 8 cities. After I discovered Tribalism in turn 388 I over expanded a little. My worst :gold: loss was -75 :gold: /turn but I had almost 3000 :gold:. After my treasury became empty I had to build Lesser Wealth in some of my cities for 25 turns and I had to set the :science: rate to 0%. I needed almost 60 turns to raise it to 50%. At this point I lost the race for the Maui Statues by 6 turns but I got almost 2000 :gold: so I was able to raise the :science: to 100% again. Currently I have 985 :gold: and +7 :gold: / turn.

I was able to build a good amount of World Wonders and I was able to beeline to Tengriism first. I started to hunt seriously around 33000 BC so I was able to build some animal myths and buildings to help with my :science:.

My capital is well developed but my other cities are far behind. The building re-costing caused serious changes in this part of the game.
 

Attachments

  • Attila BC-5478 Sedentary.7z
    1.7 MB · Views: 64
@cammcken and Usul13,

Thanks for the saves. :)

cammcken have you updated to latest svn to see if CTD will go away?

Usul, yes the re-costing was long overdue. I was concerned that it would be negated by the changes that were done in the EraInfos file that T-brd deemed necessary. But so far it's okay. The order of when and how much the buildings came was greatly affected by the recosting project.
 
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