I haven't tested the new tech conquest code much so I won't say that the config file is set exactly how I would like it to be. I simply don't know if I've set it too low or not.So you reworked the Enhanced Tech Conquest as well I see. Does it give you any tech at all when you Conquer an enemy city with the way you have it set to it's new default settings? Especially with the 0 setting in the Enhanced Tech.py file? Just trying to figure it out.
It seems that for early conquests when enemy cities are less than size 4 you are not going to get anything. Is this the way you envision it? Getting early tech imo is vital to early game conquest.
I could make the code consider the population size of the city you conquered compared to the population size of all the other cities of that nation in total. Taking a size 10 city in modern era when the nation that owns that city have dozens of cities above 60 population should be like wandering into a small unimportant village and there shouldn't be much techs to be learned from it, while taking a city of population 2 in the prehistoric where your opponent perhaps only have 3 cities and the biggest one is a pop 10 size, then that pop 2 city might contain vital informations about several techs. This consideration would mean that you get more tech per population for each city you take as the total population shrinks and the tech importance of each remaining cities will increase.I have always wished 1 pop could be a constant rather than on a curve but I can't see a way to make that work. You would think era may be a good way to adjust that but what about post holocaust scenarios? Hmmm i continue to ponder that too.
Maybe something that ties into education, since that's the measure of how much the general population knows the technologies of the civilization.I could make the code consider the population size of the city you conquered compared to the population size of all the other cities of that nation in total. Taking a size 10 city in modern era when the nation that owns that city have dozens of cities above 60 population should be like wandering into a small unimportant village and there shouldn't be much techs to be learned from it, while taking a city of population 2 in the prehistoric where your opponent perhaps only have 3 cities and the biggest one is a pop 10 size, then that pop 2 city might contain vital informations about several techs. This consideration would mean that you get more tech per population for each city you take as the total population shrinks and the tech importance of each remaining cities will increase.
I'd like to see screen shot comparisons if possible... on that thread anyhow.
GFont .Size0_Normal = GFont("modern","regular",12, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size0_Bold = GFont("modern","regular", 12, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size1_Normal = GFont("modern","regular",14, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size1_Bold = GFont("modern","regular", 14, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size2_Normal = GFont("modern","regular",16, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size2_Bold = GFont("modern","regular", 16, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size3_Normal = GFont("modern","regular",19, GFlags(GFontFeature, GFC_FONT_ALPHA), 0, GRectMargin(2));
GFont .Size3_Bold = GFont("modern","regular", 19, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD), 0, GRectMargin(2));
GFont .Size4_Normal = GFont("modern","regular",21, GFlags(GFontFeature, GFC_FONT_ALPHA), 128, GRectMargin(2));
GFont .Size4_Bold = GFont("modern","regular", 21, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),256, GRectMargin(2));
Don't post in SVN thread.Getting a conflict with this file at Caveman2Cosmos\Assets\Python\The _J\The_JMods.py
https://i.imgur.com/7CnAubT.png
Don't post in SVN thread.
Use theirs version and then get latest version of modmod.