Preparing the v1.18 Release

Leoreth

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We have finally reached this point. From now on, I will focus my efforts on the last steps of getting v1.18 ready for release.

This doesn't mean that the release will come in the next few days. There is still a lot to do, like performance improvements, getting the modules ready for release, improving tests and addressing debug issues, and updating the documentation. Nevertheless, it means that more substantive changes will be deprioritized until after release.

It also means that now is the best time to report any important issues you still see with the current state of the mod so I can address them before release. Of course, you can still continue interacting with the mod as normal. I will continue to address bugs and relevant balance issues as usual, the only difference is that some things might be implemented later as I focus on the tasks critical for the release.

I have also spent the recent weeks thinking about what should come next after 1.18, and will share my plans once we are closer to the actual release itself.
 
I get comments all the time on my YouTube, asking how to access the big map. So I'm looking forward to the official 1.18 release, as it'll make answering their questions much easier. :)
 
Oh, great to hear there is an eager audience out there. It is sometimes different to gauge interest in the mod when you only have active forum participants to go by.
 
The Civilopedia still needs to be updated for all the new civilizations, leaders, units, etc. I'm not sure if that's a priority or not before 1.18, but wanted to mention it.
 
Pedia flavour text is generally not a priority. If someone wants to help out and format a few wikipedia introductions into the XML text format, it would help a lot.
 
Hey, I've came at the right time! Are you, @Leoreth, interested in a diplomacy text expansion? I know my way around them and I can create all kinds of great diplomacy stuff. Would this be suitable for 1.18, or perhaps a 1.19 release? Where the text of diplomacy and stuff is totally revamped, much more dynamic, and relevant to history too?
 
Absolutely! This isn't something that I can spend much time on but contributions are definitely welcome, especially if you already know the XML. Let me know how you want to proceed. Since text is not critical to how the game works, we can incorporate it any time, depending on when you can contribute it.
 
Oh, I already know my way around implementing all things dialogue and diplomacy text, both the text and the definitions.

While you're here @Leoreth, could you just help me with something? I'm downloading the preview 1.18 version via Github, but I'm experiencing the same error with the stable 1.17 release. The game crashes when I start loading a new game of Dawn of Civilization (the initial launch works perfectly fine, though), and I don't know why my installation could be faulty. :\
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The mod needs to be in the Mods folder of the actual game installation (where your Civ4BeyondSword.exe is located) and it needs to be called "RFC Dawn of Civilization".
 
I'm definitely not sure if this is a new error or not, but I'm playing certain civs like Polynesia and Maya. It feels almost impossible to meet their requirements for a historical victory when I played them even in the Heir mode (AKA easiest difficulty). For the Mayas, it just feels like it cuts it paper-tight for me to be able to reach Calendar so quickly even on Heir difficulty. But most importantly, I'm playing Polynesia right now and my thoughts are fresh.

I've had better and better ideas to get closer to a historical victory by settling in the four regions - New Zealand, Marquesas, Easter Island and Hawaii, and I've increased my own efficiency to get there, but it feels like the tasks are absolutely painful with unreasonably long production times, whilst food isn't too bad at least. Research though is also a problem and it feels like I am very far behind the rest of the world. I failed to settle any of the four regions by 800 AD in all three time modes (Marathon, Epic and Normal), but I did get to Marquesas and Easter Island later. Hawaii and New Zealand are very hard, because you need to wait a very long time just to get to Compass to explore all ocean tiles, or focus the hell out of producing cultural buildings or getting to the Literature tech to output culture rates, as you can explore any ocean, coast or cape tile if it's within your borders. Tereitaki and Avarua are two settlements in particular which are pretty much your only viable options that can help you get to Hawaii and New Zealand respectively, but they depend on culture reaching just one tile to diagonally proceed to the coasts connecting those islands.

Are historical victories supposed to be *that* hard?
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Maya is definitely one of the hardest victories in the game right now. I don't think Polynesia is, though.
 
Probably. Polynesia is a puzzle civ though. Figuring out the right approach is the core of the challenge.
 
I think production and science were the main challenges and felt a bit painful. I'm not one for problem solving. This is how I went. I eventually got to the goals but I was way behind schedule even on the easiest difficulty.
  • New Zealand: 998 AD (turn 746/1690), Rangiriri
  • Easter Island: 1130 AD (turn 790/1690), Hanga Roa
  • Marquesas: 1163 AD (turn 801/1690), Taioha'e
  • Hawaii: 1450 AD (turn 905/1690), Honolulu (I used a Great Artist to fully expand Tereitaki's borders, so I got some luck)

The Moai Statues were built in Hanga Roa in 1504 AD, it took 95 turns to complete.
 
Check out this thread in Gameplay Guides:
Replying here.

I checked again and Polynesia is still relatively easy, even if it requires some trial-and-error and micromanagement to get the most efficient timing. You don't need to research Compass nor Literature, your :culture: comes from buildings and artists, with the UP making it possible to cross the ocean.

Aga'e, your northern core city, can work the two food resources and produce a lot of Settlers with Monarchy (Ceremony should be your first tech researched for the Mala'e UB). Alofi works two Islands and produce Waka UUs and maybe city defenders for :). They also need some combination of Palace, Pagan Temple and/or Mala'e to expand.

A third city will build a Mala'e then work an artist that will later be used for a culture bomb allowing you to settle toward Hawaii - so this third city should be where you also want the third ring. A few versions ago that was Mu'a (southwest core), to reach the path to New Zealand, but now it's Avarua (southeast of Alofi). Other cities can also work artists for faster expansion.

Tech-wise you only need Ceremony for the UB+Monarchy and Navigation+Construction for the Moai Statues. Shipbuilding (Harbors) and Divination ((: from Pagan Temples) are nice to get on the way to Navigation.

I agree Maya is a bit harder. You have a really tight window for the first UHV so inconvenient barbarian spawns can ruin you, and later Europeans might visit early. But it's doable, as long as you focus on :science: and bulbing Merchants for some critical techs.
 
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