Questions & Answers

Well I was thinking that the effects of succession on stability can be many, you lose population and economy but you gain from losing another civs core area. It would be easier rather than negating all of these to just "+10 stability when there is a succession" when using commonwealth. Is there a basic python function for the succession act that could be linked to this modifer when using Commonwealth?
 
What do you mean by succession?
 
Ah, okay, that's easily possible. The method that checks if a secession happens is called "secession" in RiseAndFall.py. Some lines down you find:

Code:
                                if (utils.getStability(iPlayer) >= -400 and utils.getStability(iPlayer) < -20): #secession (-400 for any very low value, instead of -40)
below which you add:

Code:
                                if (utils.getStability(iPlayer) >= -400 and utils.getStability(iPlayer) < -20): #secession (-400 for any very low value, instead of -40)

					[COLOR="Red"]if gc.getPlayer(iPlayer).getCivics(5) == 29:
						utils.setStability(iPlayer, utils.getStability(iPlayer)+10)[/COLOR]
I'm not sure about 29, Commonwealth is the the last civic in the expansion column, isn't it?
 
Yeah Commonwealth is the final civic choice in expansion

Excellent, thanks a lot, I was hoping it would just be a one or two line edit, but I wasn't expecting you to do all the work for me!

Do you think this would be a valid change game-wise? I've always thought that Commonwealth was a useless civic, and this idea sounds much more true to life. I'll have to experiment with the amount of stability given, but you've laid it out so simply that it will be easy to edit.

Many thanks Leoreth!
 
You're welcome :)

It's close to history, because it definitely helps you to consolidate when your stability is low. A smaller stability boost when liberating cities could be another possibility to make that happen (again mirroring colonial empires releasing their holdings), but I guess that too easy to abuse.
 
well ive been told this is the right thread, so...

As the aztecs, i am simply unable to get any settlers onto the carribean islands. Not that i cant, but those privateers... GOSH. 4 times had my ships with settlers been sunk by those privateers. Eventually they were unsettled, and Spain build those carribean islands, and i failed my UHV. I have absolutely no idea how to counter this privateer madness before 1700, help anyone
 
AFAIK its okay if you have just Warriors sitting on those islands without jungle and you're at war with spain or any other nation trying to settle those islands...and maybe you should use a convoy so those pirates don't sink your precious transports...
 
well ive been told this is the right thread, so...

As the aztecs, i am simply unable to get any settlers onto the carribean islands. Not that i cant, but those privateers... GOSH. 4 times had my ships with settlers been sunk by those privateers. Eventually they were unsettled, and Spain build those carribean islands, and i failed my UHV. I have absolutely no idea how to counter this privateer madness before 1700, help anyone

Depending on how many privateers are harassing you, make sure your galley doesn't leave port without an adequate supply of sacrificial triremes to escort it. In my game, I founded settled Miami and worked on culture so Cuba would wind engulfed by my borders. From there I only needed to settle Hispanola and expand its culture, as the Dutch had settled Oranjestad, covering Grenada/Barbados with their culture (forturnately Aruba is in Venezuela here, so Oranjestad is not a Carribean settlement :)).

I suggest settling Miami, since your settler can reach it but Dog Soldiers can't, and it takes Cuba out of play. The downside to southern Florida is your advanced military can't travel through the jungle, so you'll need to build Longbowmen/Musketmen in Miami or ferry them in; still, the upside to this downside is the city can only be taken through an amphibious raid thanks to jungle, so 3-4 Jaguar could successfully garrison the city, as the AI doesn't like to do amphibious assaults until they have marines. From there, you only need one more settler (two if Spain or Netherlands haven't settled Venezuela). For safety, you could settle Jamaica with a third settler, but if your culture runs from the Yucatan to Miami to Hispaniola, Jamaica should be off limits for the AI as well.

Of course, suck up to the Europeans - give them any tribute they ask for, do whatever it takes to keep them happy to keep them from declaring war. As for the privateers, just protect your galley with one or two triremes per privateer - you can reach Hispaniola in two turns if launching from Chichen Itza, and the Privateer just may be defeated on the assault on the second turn.
 
Thanks guys. I have completely forgotten about decoys, silly me... haha

I have completed the 2nd UHV for Aztecs. Which tech should i beeline to get to Industrial era before 1860? I thought scientific method would take me to industrial, but i was wrong lol
 
Hi. I'm playing Rhye's MP with a friend. I'm the Greeks, and I reached the New World and started conquering the Aztecs. Capturing a couple cities quickly added a ton of maintenance costs and sent my civilization into "collapsing", so I figured I'd turn them into a colony. Unfortunately, I've only been able to make the cities independent, which doesn't seem to be what I want. I haven't actually ever used the colonies feature in regular BTS, so I'm not sure whether I'm just doing it wrong or whether colonies work differently in Rhye's. Does anybody happen to know?
 
Yeah, the BtS colony feature doesn't exist here (because of too much civs already in the game iirc), however, releasing the cities to independents helps as well.
 
I don't know enough about the requirements of colony civs to answer that question. Though you have to account for the fact that at least theoretically there needs to be at least one colonial counterpart for every civ in the game, doubling the number of "slots" to 54, which as far as I know is beyond what Civ can handle.
 
I don't know enough about the requirements of colony civs to answer that question. Though you have to account for the fact that at least theoretically there needs to be at least one colonial counterpart for every civ in the game, doubling the number of "slots" to 54, which as far as I know is beyond what Civ can handle.
I guess I will have to do without for this game, then. Thanks for your help. :)
 
Does the 80/20 thing also apply for cities inside of the core area? I mean, if you for example play as France, can you then flip a German-owned Frankfurt when you have a majority of culture there, or do you need 80%?
 
When taking screenshots, how can I avoid taking a picture of the naming text box in the upper right?
 
I take screenshots using the [print] key on my keyboard, which avoids the naming box altogether.
 
Back
Top Bottom