you once said you are good with implementation -- here is a pressing challenge that never been solved: 3000BC/600AD Berlin. AI usually founds Magdeburg, which gets developed for many centuries until it gets razed in 1700 (together with GPs, maybe) and one gets a Settler 1NE to found Prussian Berlin. Lamentable implementation. Either copy Magdeburg before 1700 raze and paste it as Berlin 1 NE or better yet teach AI Holy Rome to found Berlin instead of Magdeburg and then pass that city to Prussia as capital in 1700, just like Argentina starts with Buenos Aires. Of coure due to Prussian UHV one has to erase previous Great People in case of Human Prussian player.
I would like to pause for a moment and talk about one big project, which could benefit from the input of community and result in an ambitious and interesting accomplishment: 20th century world simulator. There have been many talks about 1900 AD scenario, but in my view main difference between 1700 and 1900 is that one would have to rethink entire UHV concept and try to answer the question: what it means to "win" for the most important countries in modern world. In addition it would be very interesting to represent an actual situation, actual population and actual economic strengths of the countries -- so in addition to history simulator that 1900 game would feel like a world simulator as well. It can be set on the new proposed bigger map. Lot's of things happen in XX century, as we all know. But here is just one fact: At least 108 million people were killed in wars in the twentieth century. Estimates for the total number killed in wars throughout all of human history range from 150 million to 1 billion. Obviously this period of human history requires more "zoomed in" approach which cannot be provided by the last 100 turns of DOC. So probably Epic could be the corresponding speed. When I talk about 1900 World Simulator I don't mean to represent every sinle major city -- even on bigger map it will not be possible. But I think it is possible to represent realistic relative strengths of the countries and represent key regions using the most important city in that region. That city does not have to have exact 1900 population of that region -- but it can still represent the relative importance of that region for the country. Same goes to military representation: intead of representing 100 destroyers of Royal Navy one could still represent relative strength of of world navy's using some systematic scale and approach. This can be very time consuming project and require a lot of research just to set up the map before we can even debate UHVs (or maybe just 1 "Historical Victory" condition), but the end result could be amazing!
I would like to pause for a moment and talk about one big project, which could benefit from the input of community and result in an ambitious and interesting accomplishment: 20th century world simulator. There have been many talks about 1900 AD scenario, but in my view main difference between 1700 and 1900 is that one would have to rethink entire UHV concept and try to answer the question: what it means to "win" for the most important countries in modern world. In addition it would be very interesting to represent an actual situation, actual population and actual economic strengths of the countries -- so in addition to history simulator that 1900 game would feel like a world simulator as well. It can be set on the new proposed bigger map. Lot's of things happen in XX century, as we all know. But here is just one fact: At least 108 million people were killed in wars in the twentieth century. Estimates for the total number killed in wars throughout all of human history range from 150 million to 1 billion. Obviously this period of human history requires more "zoomed in" approach which cannot be provided by the last 100 turns of DOC. So probably Epic could be the corresponding speed. When I talk about 1900 World Simulator I don't mean to represent every sinle major city -- even on bigger map it will not be possible. But I think it is possible to represent realistic relative strengths of the countries and represent key regions using the most important city in that region. That city does not have to have exact 1900 population of that region -- but it can still represent the relative importance of that region for the country. Same goes to military representation: intead of representing 100 destroyers of Royal Navy one could still represent relative strength of of world navy's using some systematic scale and approach. This can be very time consuming project and require a lot of research just to set up the map before we can even debate UHVs (or maybe just 1 "Historical Victory" condition), but the end result could be amazing!
That would be interesting, though it would need to be a group effort. I know my way around programming, but when it comes to balancing or history I'm clueless. I also doubt I'd be able to take on a project of that size on my own, so there'd need to be multiple other programmers working on it.
I guess there is something wrong with my game as English, the year is 1415 (at marathon speed) and I destroyed France, Spain and Italy, razed all of their cities, but conquered Barcelona and Rome and settled Angers. Razed cities of the HRE and made the Moors my vassal aside from the usual too (Aztecs, Inca). What surprised is how easily I steamrolled through each of these European and African powers, most them had either a garrison of just 1 or 2 units and sometimes none at all. I am playing at Monarch difficulty, why is the AI making it so easy? Should I have gone for Emperor level?
Speaking of England, they're also very technologically advanced. For example, in my game as Turkey, they built the Eiffel Tower around 1715 and finished Lubyanka before 1800.
Strangely, I wasn't able to steamroll Europe so badly in DoC. Heck, I wasn't even able to take one city from the Aztecs with that free army. Also as England and at same difficulty level
Strangely, I wasn't able to steamroll Europe so badly in DoC. Heck, I wasn't even able to take one city from the Aztecs with that free army. Also as England and at same difficulty level
Prussian spawn converts the largest city adjacent to the Berlin plot into Berlin instead of razing it.
Polynesians are now playable in the 600 AD scenario
AI Polynesia no longer gets a free Archer upon settling a city
Moved Byzantine spawn 1E and tweaked their settler map to compensate for Bits of Tales' tweaks to the Bosphorus strait
The Ottoman spawn will no longer raze nearby cities (hopefully, I haven't fully tested this)
England now gets a Trading Company Conqueror event for New Zealand
Independent Polynesian cities will flip to whatever empire first moves a unit near them.
Greece starts with a settler on the Halicarnassus tile to influence events to allow a better representation of the Greek-Persian struggle over Anatolia or something.
Changed the 600 AD scenario to better represent the cities that usually exist in Anatolia at the time in the 3000 BC scenario.
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