A few comments on my SVN 5058 game that just broke (I think is was sjodster's changes to CvGameCoreDLL, which wouldn't be a surprise):
{ 0) Somewhere during the TortoiseSVN update from 5058->5062 I got an Access Denied/update failed message in my SVN log, possibly on those game core files. I tried reapplying 5060, 5061 and 5062 again individually but the error did not repeat. Think I'm okay or did I likely get corrupted somewhere? }
3) The tech penalty per city amount may need a little more tweaking. Pretty much all of us (other than the small fry overrun early) were pretty well clustered technologically over a good range of civ sizes (I think I ended at 14 cities, with my rivals in the 12-20 range), except the crafty Celts -- with their island nation of 7 cities they are already about to go industrial (plus had Privateers when everybody else was using War Galleys, and I saw them research flintlocks just as we all were getting crossbows).
4) I'm mixed about the current cost malus per unit type. It felt a little more relaxed than earlier, as build/upgrade costs didn't feel as onerous. I can't help but feel like the reason the AI was so aggressive was because they could afford to build and throw away Stacks of Doom again. I realize that it's probably an engine limitation, but I wish that you could make the first x units a flat cost (like x=# of cities for defensive units) and then go up even more sharply after a threshold is reached.
5) Masonry Materials. I like this in theory. In practice, I know you claimed to increase the resource spawn rates but it didn't affect my game much. I had one stone near my capital, and later one coal not far off. Very, very late (maybe one or two techs before revealing Coal), I dropped a city on the far side of my large and previously friendly neighbor Persia to get a second Stone (and some delicious Tobacco), which gave me a chance to pave about 1/2 of my main roads and to build some walls and castles, before Persia joined the dogpile and ate the city.
Looking around the map, on my pretty sizable continent housing most of the AI civs, I saw very little stone and not much more coal at all. Even by end of my game, most roads were still unpaved. Again, I suspect that the game engine does not permit trading resources (other than from vassals) that you already have, but it would be nice if we could get around this somehow (right now, me and my neighbor each have half of a rock, and neither of us can make a brick). Maybe a workaround like letting a Brick Factory be powered by either 2 Coal or 1 Coal + 1 Limestone?
This mirrors my own experiences... and strategies.I've seen this myself, and I don't feel that this comes from number of cities. I recently saw a World Map game, where England with around 7 cities performed just as you described - but many other civs also had around 7 cities. I think it has more to do with being on an island. I think AI civs on islands spend much less time and effort building troops and, as a consequence, get ahead in economy and techs. Smart of them.
I think what he's saying is that, instead of a consistent increase, he would rather see a consistent price while building an army of appropriate size to defend an average civ, but see the costs rise sharply for defending a large civ and/or raising a strike force on top of the defenders. I concur.So... You're complaining that unit cost increase is both too low (doomstacks!) AND too high (so you'd rather not have it for first x units) now? That's... cool.
It's not just about the roads, though. I've done a few games already, and have yet to get two limestone, which meant no bonuses to early game wonders (which is most of the limestone aided wonders). There might be a solo limestone near me, but grabbing a second typically means having to intentionally settle another resource, which is always convenient, and rarely worth the hassle/costs. Better to give up on the limestone and have a manageable empire.I never claimed it was supposed to make life easier. I tried to balance it to be roughly the same level of rarity. The chance of having two stone now should be roughly equal to having one stone before. Basically, good roads aren't designed to be a guaranteed thing in RI, but rather a powerful bonus.
Sure, it should work the same way as everywhere else, with forts also connecting resources.I concur with Y.
Meanwhile, in SVN 5064.....
"- Resources on small islands without a city (but in your territory) are now also connected to the trade network if both their improvement and a road are built on the plot"
Thank you, that's been bothering me for a while! I assume that this includes Forts.
Yeah, I'm pretty sure this is unintended in vanilla BtS too, an oversight by the Firaxis developers.Thanks Absinthe! I wasn't sure if forts needed to be coded separately and I wanted to make sure that they weren't missed -- one of my favorite tactics is to put a fort on these islands to base scouts, artillery and eventually air units, but I'd always end up cursing the game out when it wouldn't give me my damn copper
Eh. The game currently has a weird balance about settling cities. It's simultaneously saying "settle new places to get exciting things!" and punishing the player for settling in excessive amounts. If I already have 7 cities, I'm no settling that 5 tile island for one resource (which I may already have from elsewhere, anyway). I still want to be able to trade it, though. If it's connected with a road, I don't see any reason why it should behave any differently then using a river to connect resources.Yeah, I'm pretty sure this is unintended in vanilla BtS too, an oversight by the Firaxis developers.
Note that this is only set for small islands right now. Only with 3 tiles or less.
The intention is to encourage settling bigger islands, but it can be changed very easily if the general consensus is that it would be better differently.
Well, you usually can't cover too big islands with your culture anyway.Eh. The game currently has a weird balance about settling cities. It's simultaneously saying "settle new places to get exciting things!" and punishing the player for settling in excessive amounts. If I already have 7 cities, I'm no settling that 5 tile island for one resource (which I may already have from elsewhere, anyway). I still want to be able to trade it, though. If it's connected with a road, I don't see any reason why it should behave any differently then using a river to connect resources.
This is also because the AI is incapable of demanding tribute/war aid/embargos from each other, so they never accumulate the resulting maluses. The end result is that player stockpiles these maluses over the course of the game, and the AI inevitably develops a strong antagonism towards the player since they have more reasons to hate them, but few to hate the other AI teams (only "you declared war on us", "our borders spark tension", "you declared war on our friends", and events, as far as I can tell).I got picked for the dogpile victim somewhere around the late classical/early medieval stage as just about everyone, including my best "friends", co-religionists, and trade partners began a non-stop parade of stack-of-doom fueled invasions.
Yeah, that rule is in place. And further cements the case that any resource within your borders connected by a road should be available--do we really need two rules preventing players from accessing resources on islands? Are those resources really that game breaking? I don't understand what is being achieved here.Well, you usually can't cover too big islands with your culture anyway.
Isn't the rule active in RI that culture can spread only in 2 distance on water (from the closest tile of the given continent/area)?
So in order to have the resources in your cultural borders, you already have to settle the bigger islands.
Having said that, I'm not against increasing the tile number a bit.
It's a little more difficult than that, since the whole part-of-trade-network mechanics is primarily based on cities.Yeah, that rule is in place. And further cements the case that any resource within your borders connected by a road should be available--do we really need two rules preventing players from accessing resources on islands? Are those resources really that game breaking? I don't understand what is being achieved here.
Glad you like it!Re: latest revisions
" Each cultivation type has a random chance each turn to produce the corresponding resource if it's in a civ's cultural borders, no matter if it's worked or not "
*does the dance of joy*
No more having to place cities so you'll always hit those chernozen and andosol tiles within the city cross, even if the place is otherwise suboptimal.