I would like the Trading Company corporation and wonder to generally be improved a bit. Right now if you play as Carthage or the Moors for example and successfully outlast your enemies, you unfortunately can't make yourself a future colonial empire due to it being an effectively totally unprofitable venture. Just in general the ability to make mercantile empires transcontinentally more dependant on tech and national wonders rather than civ bonus would be nice.
Yes, this. The main problem I can forsee is that Mexico/the US would build this and get a bunch of TC corporations in their cities, making them richer from overland trade than they should be. I wonder if it can be done so that only overseas cities can get the TC resource.
That shouldn't be a problem. The TC corporation cannot spread to new cities after 1800 AD and will gradually disappear from the world. Mexico and America can't benefit from the corporation.
Great news! Hotseat for this would be a real dream come true for me personally. Is it something that you will eventually attempt to include in the mod?
Hi All, I don't know if this is the right place to make this post, so please forgive me if its the wrong place.
I utterly adore playing this game, mostly because of the history element of it. I love playing as a Civ and then having the possibility of 'changing history'. But this is where I get a bit selfish Whilst I like to change history, I don't like it when the AI does lol. I find it annoying if for eg, Notre Dame is built anywhere else but Paris, or if the University of Sankore is built by the Ottomans or Mughals.
Is there a way to make it so that cities where Wonders were constructed can receive a huge building bonus for those particular wonders?
Regardless of what Civ Im playing as, I want Moscow to build the Kremlin. I want the Cristo Redentor to be built in Rio. Unless of course, I want to build them myself!! lol
I'm currently on step 3, using civ IDs wherever possible. The code refactoring for the Python part was huge, but is complete now. I am currently working on ironing out errors that have been introduced as that was happening. I still have to do the same for C++.
As for the big picture, one thing I want to entirely rewrite before touching the Rise and Fall code is event handling, which can be solved much nicer than it currently is. That will also move a lot of code around to untangle actual Rise and Fall stuff from tons of other unrelated historical scripting.
I have no idea of how long the actual Rise and Fall rewrite will take, but at that point I want to change the actual mechanics so it might also take a while.
I think it'd be fair to say not to hold your breath waiting for it. But having all the Latin American civs + Iran playable from autoplay and so many other options is really exciting and I'm really looking forward to it! I've been following the mod for about eight years on and off and I'll patiently wait for the next update. Keep up the great work Leoreth!
Could there be a way in the Worldbuilder to change which city is the Holy City? When Ive played with 4,000BC start and Orthodox Christianity is not founded in Jerusalem and Roman Christianity is not founded in Rome, it causes me to frown... lol
Also, Ive seen mention of a HotSeat. Is that a function tat allows us to swap which Civ we're playing as many times as we'd like during a game?
Yes, hotseat is a way to play multiplayer on the same machine by switching between players. It's easier to enable than actual remote multiplayer since it does not rely on network code.
Could there be a way in the Worldbuilder to change which city is the Holy City? When Ive played with 4,000BC start and Orthodox Christianity is not founded in Jerusalem and Roman Christianity is not founded in Rome, it causes me to frown... lol
This is already possible. In the WB go to the religion screen. In the top right you'll see "holy city". Click on it to turn it green. (Which means it is enabled) Then click in the table on the correct city+religion cell and that makes the city the holy city of the relgion.
Would it be possible to allow the player to continiue as an other civ after theirs has collapsed? It would be fun to play as the Ottomans after you collapse as the Byzantines?
Would it be possible to allow the player to continiue as an other civ after theirs has collapsed? It would be fun to play as the Ottomans after you collapse as the Byzantines?
- Reimplementing autoplay. Rhye's autoplay implementation is very confusing and needlessly complicated, and it also prevents you from turning on autoplay for other reasons than autoplay from the beginning of the game until your initial spawn. I'd like to add the ability to just let the game running for a set number of turns (would be great for balancing and debugging too), or to let you choose to turn on autoplay until civ X spawns during an ongoing game. Either because you won with civ A and want to continue this world state, or because you lost. Losing and continuing with another civ (currently alive or upcoming) is another feature I'd like to try.
Hi everyone! I'm new at this forum. First of all I'd like to congratulate Loreth for this great mod. I can't stop playing it and I'm so excited since I've heard that a new version's coming. I can't wait to see the update!. Last march you wrote that you were in the step 3. What can you tell us now? Shall we have it before the new year or you still have a lot of work to do?
Hey, thanks for the nice words. I noticed a few days ago myself that the information in this thread isn't very up to date at this point. I made another post somewhere else that has more detail, but I don't know where right now, and I'm about to go to sleep. I'll come back to this thread later, hopefully. But the short of it is that I added additional under the hood changes to my goals and then I got sidetracked pretty hard implementing them. Basically I did a first pass on it, wasn't happy with it, and started over. In the process I started meddling with Python stuff that I hadn't worked with before and got a lot of things wrong. I guess I was very ambitious about how much I could generalise things and that held me back for a good while.
But at this point, I think everything is on a good track. I have established a great framework to implement UHV (or URV) victory goals in a way that is much more robust in the future, and now all that's left is actually transitioning all goals into it. But I am already halfway done with that as well. The best part is, now every UHV goal that is already reimplemented is now unit tested, so I should be able to catch errors before people run into them ingame.
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