Are you sure that AI operates with one and only one stack always?
In my current game AI attacked with two big stacks, one landed near a coastal city, being transported by a big fleet. Another came by land. These two stacks were far away from each other. Like opposite sides of my state.
No, of course AI can have more than one attack stack, but as long as they have separate objectives. AI will not inter-operate two or more stacks when attacking from a single direction to stay under logistics penalties, as reasonable human players often do.
It's not meant to be an actual religion represented in "full world" games. In general games, it's still there, just represented under Christianity, same as how Islam contains both the Shia and the Sunni, Solar Cult has a variety of different traditions under it, and Buddhism includes the Theravāda, Mahāyāna, and Vajrayāna schools collectively. It's just for that one scenario where it makes sense in both flavor and function in the context of that scenario, that it's made available. Outside of that context it would be out of place, since so many other sects, denominations, and schools would also be justified in their inclusion.
What he said. If I were to make a Reformation-centric scenario, Protestantism and maybe even Calvinism would get the same treatment. Or in a Middle-East-centric one, Shi'a and Ismailite. Sandbox doesn't need more religions.
My absolutely dream would be for people to make an opensource reimplementation of the entire engine, like
OpenMW for Morrowind (Which coincidentally is also based on the Gamebryo engine, there have been even talks before of loading Civ4 assets in it), but that would require a large number of programmers and i'm not sure if the Civ4 community is big enough for something like that.
Given the time passed, I wouldn't bet on it. TBH, even the more realistic and much more modest goal of making Civ 4 run with Colonization exe was never seriously tried by the community, and it would already have been a step above what we have.
Hello,
I don't know if it has already been reported.
In the SVN version:
- there is a log entry for each rebelling serf (I don't know for slaves)
Thanks, fixed. This one is a stark example of what wrong indentation can do in Python, as the fix consisted of literally deleting one tab.
- the log entries for separatism have the unhappy icon for separatism warning (<=10) and the separatism icon with a little green check for separatism alert (>10).
Fixed, kinda - by removing the symbols altogether. The gamefont symbols are well and truly cursed. I cannot understand how the same (not similar, the actual same) string being parsed for the log and for being displayed on the main screen has a different symbol in it, offset by one, and
only if it is separatism-related. Just. No.
If the vassal manages to break away, I suppose?
The shared war modifier goes away almost instantly after no longer in a shared war, so not even then.
My complaint was not so much about the relative lack of interlinking, which means that while it's impossible to get everything first, there is also a lot of opportunity to get some things first and to make major strategic choices depending on the game situation, and more about how fast late antiquity and the classical era go by.
I have started a game on semi-realistic speed on a small map to be able to go to later stages of the game quicker and see how it plays out, as playing on a won position on a large map for hundreds of turns is not very fun.
In 200BC, I'm seeing mujaheddin cavalary right next to my border... The most advanced AIs entered into the Middle Ages after only about 20% of the game turn's count. The antiquity and classical eras simply don't last long enough.
The tech progress seems to generally be too quick these days, and that is something that will need to be thoroughly tested and balanced. Around late November, I'll freeze any new balance/AI-related changes to run lots of test games and adjust the overall balance. For now, I'm not starting yet, as I assume more AI-related stuff is incoming.
I suppose that what I have seen has been made worse by the general economic bonuses the AI receives in higher difficulties (it's perhaps worth considering tweaks to difficulties too to slow down the pace at high difficulties), although I'm myself not that far off despite receiving a technological research handicap.
No, I see it even in all-AI (and thus Noble-level) autoplays. While it might be exacerbated by difficulty, it is true across the board.
And on that subject, is there a specific reason why Revolution is off by default? Is it something to do with the AI?
It is tedious, and it is harder on AIs than on humans.
I'm on the latest SVN and I've been trying to generate maps with Totestra on Giant size and for some reason they all end up like this, almost fully flat except for some hills or forest on the area certain civs spawn and with rivers streaking from the upper left to the bottom right.
Thanks, I'll investigate, though Totestra is a rather convoluted script, and coded by a guy with some rather exotic coding ethics (though a good coder no doubt).