Is it possible to make actual text info in the pedia about road improvements? Then it could be included.
I am no expert on this stuff unfortunately, but I forwarded this request to our coder guy. Hopefully we should get a clearer pedia on roads.
Heh, was wondering why noone else noticed it
Should be fixed with the latest update.
Is the AI supposed to know about the stack penalties? I've never ventured further into modding than editing the xml
It kinda does. It often chooses to disregard them if it has lots of units, and I guess it is right in doing so - if you have 30+ units, you stop caring about the penalty.
- what's happened to companies?
Since by BtS time our mod was already pretty mature, they didn't fit in with the mechanics we already had in place, so we decided we wouldn't be using those.
- tech tree: Animal Husbandry needing The Wheel ? Nomadic people didn't necessarily used wheels, or tribes in mountainous areas. Just read about an area in Caucasus (Svanetia) where they didn't use the wheel until 1935, when the first concrete roads were built.
It is not an exclusive requirement. One can research Animal Husbandry without Wheels. The Wheel actually was likely the invention that enabled the nomadic lifestyle for steppe peoples historically. I've been to Georgia last year, and can confirm that one is often better off not using wheels there in some regions, though.
Generally speaking, the early tech tree is a bit too early for the starting date of the game, if we treat techs at face value - by 4000 BC, most peoples in Eurasia had pottery, for instance. It is better to abstract the early techs a bit, so for instance "Pottery" tech would indicate advanced forms of pottery, like the ones made with potter wheel, rather than the very concept of making pots out of clay. We removed some of the more ridiculous stuff that came with vanilla Civ 4 (researching
Hunting in 4000 BC? Really, guys? What were these people doing before?), but as a big fan of early human history, I am well aware that the tech tree is not 100% accurate.
- the Craftsman is also a good idea, giving production to cities in flat lands, also more realistic. Takes some time though to build up. Maybe introducing some help from other cities, eg. in the form of a Trader unit as in some other mods (r.o.m.)
AI is a serious consideration here. The whole craftsman system is currently "natural" for AI, as it doesn't require any adjustments to current decision-making patterns. Options to transfer production (or food) from one city to another is definitely a kind of decision process that AI is currently incapable of.
re: modern units, I think a convention could used where a unit would be named:
Early Fighter (Z456) - where Z456 is a early fighter for specific country, and then
Early Fighter (H22) - where H22 is an early fighter for a different country etc
But players will known that its the Early Fighter they looking at, rather than trying to guess what exactly is H22 - is it early fighter? bomber? something else??
Same applies for tanks, ships etc.
Yeah, this is the convention I will probably use. One note though - since I'd like to make it optional, it is unlikely I'll do it before actual 3.4 release, as then I'd have to maintain two versions of the naming file for the rest of the time.
First I like the system of tech transfer through open borders, but it gets a little ridiculous in the huge world scenario where you can easily get a dozen open border treaties with a little exploration. Could the transfer rate be capped, given diminishing returns, or be influenced by the total technologies you are missing?
Unfortunately since it is no longer exposed to Python, it is harder to tweak now. But generally speaking I agree that it currently works in a suboptimal way in many situations. We'll likely tweak it before the release.
Also I just played a game where I got the chariot quest while I was researching peasant servitude and could not build any chariots. I tried building the unit that chariots upgraded to, but that did not fulfill the quest. Is there a way to prevent this from happening?
Fixed the obsolete prerequisites for this quest in the latest update, so it can no longer trigger when you can't build chariots.
With Agrarian Economy covering farm based civilizations and Pastoral Nomadism covering livestock ones, has a Seafaring Economy been considered for the fishing based civilizations?
I could see Austronesia, Japan and the Vikings going that way on a World map and really anyone could on an Archipelago map.
I have had some seafood starts that could use a bump up considering we lose the workboat on each use, where the other two starts do not lose their workers.
In many ways, I feel that sea-driven economy is already somewhat overpowered compared to landlocked. If I were to do so, I'd first have to nerf maritime stuff quite a bit. Currently it's a safe option that works regardless of other civics and resources you have, and while I can see some historical examples of civs that would fit in with a maritime-based economy, I am hesitant to add it.
Also, could we change the dominion requirement on the world map? It's really unrealistic to control two thirds of the world, and a competent AI or human can get a cultural victory before the space race, so I expect winning a world map game would require either a cultural victory or razing the capitols of every major civilization. Maybe if you control a little over the equivalent of a continent?
Now that you can have vassals and release colonies (that don't immediately revolt) again, it will be easier to dominate stuff. But the general answer is no - the mod is not about the world map, so any deep mechanical changes with the sole benefit of this scenario are not likely to happen.
One question I have about the recent changes (r5077): I am used to the Chinese civs getting some early gunpowder units. However, playing as South China I note that while their special units still have early tech unlocks (ie Alchemy for one), they are both impossible to build until Arquebus is researched due to the Black Powder resource requirement.
Nah, that is definitely a mistake cause by a hasty search-and-replace. Will be fixed.