New Tech Tree Playtesting + Feedback

Here you go. I just started 1700 with size 8 and enslaved 2 times to get to the size 6. Did not enslave during the current turn.
Implementation and documentation of the population requirement were inconsistent, now that it's fixed it actually does require the displayed amount (fixed both develop and hrtechs branch).
 
2 points I find when play as France in Scenerio 600ad(Monarch Epic)

First, UHV3 can't be counted when enter the game after exit. I play it till about 1300ad and have build Notre Dome and the Versailles, then I save and exit, next time I load to continue and find it unfinished in UHV3.
Spoiler :
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oj1f1u.jpg

Second, seems AI leaders not change by era, for example, in about 1800ad, Mehmed II still rule Turkey, it should be Suleiman.
Spoiler :
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I'm currently working on an issue that is probably the cause of the UHV bug. It's been fixed already in the main branch, I just need to bring the hrtechs branch up to date.

Made a note about the AI leader switches.
 
Rebased the branch to develop again, fixing a couple of bugs that affected both branches in the process.

Like with the previous display, pulling to your local branch will be rejected. You can resolve this either by doing a force pull ("git pull --force origin hrtechs" in the command line) or by deleting the branch and doing a fresh pull. See here and the subsequent posts.
 
New update: changed/added a couple of tech prereqs. I found a couple of techs that lead only to one other tech, so I added them as requirements where it made sense. I also tried to weave different strands of the tree together more closely to prevent beelining.
- Shipbuilding requires Leverage instead of Construction
- Scholarship also requires Engineering
- Feudalism also requires Politics
- Logistics also requires Compass
- Nationalism requires Combined Arms instead of Economics
- Film also requires Journalism
- Radio also requires Pneumatics
- Nuclear Power also requires Social Services
 
I fail to see any of these tech changes in spite of pulling the most up to date commit...
 
Sorry, that's what happens when you wait with the commit so you can use the diff to write the forum post. It's up now.
 
Does anyone have any tips for getting Egypt's second UHV? I keep failing before I get the Lighthouse's tech.

EDIT: Just tried a new strategy. I can build the lighthouse fine now, but I still can't get to the Library's Tech fast enough.
 
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A while ago there've been comments that the AI would only build workshops, and usually disregard cottages. I never taught the AI to take improvement health and happiness into account. The improvement build AI is quite complex, so I wasn't sure how to correctly factor this in, and I could never manage to get the AI to stop building workshops (a new setup developed where the AI would keep forests with lumbermills together with workshops).

In the end I realised that even with unhealth in the picture, the AI was mostly right to just build workshops instead of cottages. Even taking final evolution into account (which the AI does), +2/3 production wins out over +4 commerce with less development time. So I think that mostly showed that workshops were too good. In fact, they are equivalent to mines now.

So I reduced base production to +1 again. There still stronger than before, with 1 unhealth being better than -1 food.

I still kept the AI changes that let it take unhealth and unhappiness into account.
 
A while ago there've been comments that the AI would only build workshops, and usually disregard cottages. I never taught the AI to take improvement health and happiness into account. The improvement build AI is quite complex, so I wasn't sure how to correctly factor this in, and I could never manage to get the AI to stop building workshops (a new setup developed where the AI would keep forests with lumbermills together with workshops).

In the end I realised that even with unhealth in the picture, the AI was mostly right to just build workshops instead of cottages. Even taking final evolution into account (which the AI does), +2/3 production wins out over +4 commerce with less development time. So I think that mostly showed that workshops were too good. In fact, they are equivalent to mines now.

So I reduced base production to +1 again. There still stronger than before, with 1 unhealth being better than -1 food.

I still kept the AI changes that let it take unhealth and unhappiness into account.
Workshop beside river=watermill, and 1 extra unhealth? Then we would prefer watermill much more.
 
That's an unintended side effect, but making watermills preferable to workshops next to rivers is fine with me. With later technologies they diverge further again (watermills get commerce, workshops get production).
 
One suggestion:
Could you merge 2nd uu and ub in to the core mod ? Like Blue Marble and Varietas Delectat.
 
America with 1700 start: too many civs are too advanced by American spawn date. They have 4-5 techs lead. Default speed and difficulty.
 
I'll give tech speeds another review after I'm done with the civics stuff. I'm kind of having modder's block with that at the moment.
 
Most civics run very smooth at the moment, why such a high priority to change anything? But I see your brainstorm thread of course...
 
Yeah, in my mind that is the biggest blocker before the changes are far enough to merge back into the develop branch. So I am focusing on that to get rid of the two branches situation.
 
Yeah, in my mind that is the biggest blocker before the changes are far enough to merge back into the develop branch. So I am focusing on that to get rid of the two branches situation.
Nooooooooooo I'm perfectly fine with the two branches situation, you go and take your sweet sweet time, I don't mind. I insist.
 
Why so emotional? :)
Because my ideology obliges me to hold others back and keep them from succeeding instead of trying to accomplish something myself. :borg:

I must admit, my motivation is really quite selfish: I want to stay as close to the most recent DoC version as possible with my modmod, but I also want to put off implementing the new tech tree until after I'm done with my alphabetical civ revision and have released a proper installer, or a poor man's installer (zip) if that turns out to be too complicated.
 
You know I put out a powershell script that packs an arbitrary number of Git repos into an install wizard in the tutorials section a couple of months ago? It's intended for DoC and requires tweaking for other mods, but since DoK is basically the same it should be really easy.
 
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