Don't you pin that on me! That's vanilla!“Oh no, ottomans arrive! quick, it's time to moor on that hill 300 meters above the ground!”
hehe.
IIRC the tile threshold is 4 water tiles. After all, a 5-tile lake is almost a sea, and you might need to have a couple of dreadnoughts patrolling it.also i still can build drydocks on lakes
This would make more sense to me. Dropping the amount of years that pass per turn to help align the Era/Age to the current time period would solve the problem without reducing the total turns spent in the Ancient and Classical Era'sFair point. My personal preference would be to compensate by reducing the number of IG years passing for each turn at the beginning of the game, and therefore adding a bit of turn to the total that a game takes.
But the fact that I never managed to finish a game even after spending hundreds of hours in your mod probably tells that it's long enough as it is![]()
As has been stated multiple times, the current intention is not to make the early game shorter, it's to shift things around so that the length of the ancient and classical eras give you more time with proper empire building and interaction with other civs. This will give you more time to get use out of the unique and national units/wonders of the early game, not less.This would make more sense to me. Dropping the amount of years that pass per turn to help align the Era/Age to the current time period would solve the problem without reducing the total turns spent in the Ancient and Classical Era's
(emphasis mine).I already commented that I didn't really like the early tech balance myself and would make the ancient era somewhat cheaper, while classical somewhat more expensive.
As has been stated multiple times, the current intention is not to make the early game shorter, it's to shift things around so that the length of the ancient and classical eras give you more time with proper empire building and interaction with other civs. This will give you more time to get use out of the unique and national units/wonders of the early game, not less.
I mean, what you're suggesting is simply increasing the total amount of turns, which is what one is already able to do if one so wants, by selecting a slower game speed. That's not really a solution to anything.Fair point. My personnal preference would be to compensate by reducing the number of IG years passing for each turn at the beginning of the game, and therefore adding a bit of turn to the total that a game takes.
AI tech evaluation routines are some of the most detailed pieces of AI-related code - which is where one of the 3.7 AI adjustments came from, injecting more personality into AI choices. If anything, AI is too good at evaluating techs.But that poses 2 new problems :
- Will the AI understand that it's supposed to research the 3 first row first and "wait a bit" before trying to jump after that ? I never paid attention to it before, but how's the AI understanding the "ahead of time" penalty (which would work the same way) ?
It is not an issue in and of itself, but rather an illustration that current tech progress is skewed. Anyway, let me cook - I have a rough outline of changes (more than just the first couple of columns), let's see where they land us.- That doesn't changes anything about what Walter said on the Bronze Age tech being available until after it ended IRL.
I like this. Even has precedent from the real world with things such as Caspian Sea or, in the past, Aral Sea fleets.IIRC the tile threshold is 4 water tiles. After all, a 5-tile lake is almost a sea, and you might need to have a couple of dreadnoughts patrolling it.![]()
Not increasing the amount of turns, but decreasing the amount of years that pass per turn. i.e. instead of 20 years passing per turn in Ancient Era it's 10 or 15. That way The Bronze Age should show up around 1500BCE.I mean, what you're suggesting is simply increasing the total amount of turns, which is what one is already able to do if one so wants, by selecting a slower game speed. That's not really a solution to anything.
It depends on the chosen game speed, but indeed it's 480000 on the default one. You can check all of them in /Assets/XML/GameInfo/CIV4CultureLevelInfo.xml and even modify it (I always increase the legendary threshold quite a bit, so cultural victory doesn't trigger so fast compared to other victories).- is the RI threshold for legendary city at 480,000 culture?
I think so.- is the culture victory condition triggered as one civ controls 3 legendary cities?
Unless one wants the game to end on a different year, decreasing the amount of years per turn means increasing the total amount of turns.Not increasing the amount of turns, but decreasing the amount of years that pass per turn. i.e. instead of 20 years passing per turn in Ancient Era it's 10 or 15. That way The Bronze Age should show up around 1500BCE.
I'm just laughing from my imagination of town defenders who let the ship go to hide in the abbey`s hillDon't you pin that on me! That's vanilla!
i can confirm itAI is too good at evaluating techs.![]()
from my tests adding 5-7% on every level of cultural development (45 on first stage,550 on second and so on to 505 000 on legendary) fit almost perfectly and is balanced between cultural victory (if you in end-game put all on culture) and space victoryIt depends on the chosen game speed, but indeed it's 480000 on the default one. You can check all of them in /Assets/XML/GameInfo/CIV4CultureLevelInfo.xml and even modify it (I always increase the legendary threshold quite a bit, so cultural victory doesn't trigger so fast compared to other victories).
If it's a Celt Fortified Monestary you have there uphill - then it makes sense.....I'm just laughing from my imagination of town defenders who let the ship go to hide in the abbey`s hill
that what i`m talking about - imagine marine aircraft carrier (300 metres long) who stationate in abbey, with all these planes, soliders etcEdit 10:28: I see it is - and as such monestaries acts as cities, then you can use it as a naval-base if you like. Or airport later on.
But that coudl make it harder for stronger civs, and simulate big barbarian invasions. Maybe small code, that 40+ units horde will get citty lemming with bigger range. Also not changing it make it harder for new barbarians eralier civilization, they are very soon attacked by big hordes.I don't see this as a major issue. All that empty space will be settled sooner or later and they will find their target then.
But they are also barbarians, like for example the sea people, also pirates in history plunder the coastline villiges like ancient mediterean, vikings, western slavs, muslims etc.Why? They do what they are supposed to be doing, that is, be pirates.
Thanks!I'd recommend looking up the trade mission function in the GameCore - shouldn't be very hard to make it give out stuff to both parties (though if you don't create a separate one, it will also affect Great Merchants).
it could be an event that shows up in the information bar "barbarian invasion is near!" when classical era end historicallyBut that coudl make it harder for stronger civs, and simulate big barbarian invasions. Maybe small code, that 40+ units horde will get citty lemming with bigger range. Also not changing it make it harder for new barbarians eralier civilization, they are very soon attacked by big hordes.
Should workAlso I have one more question:
I noticed that you assign values from 4 to -1 to the iBetterRankDifferenceAttitudeChange attribute in leaderheadinfo. Can I assign values smaller than -1, and will they work so that a given civilization will dislike those stronger than itself even more? Will it for example value set to -8 give -8 malus to relations with stronger civs?
A vanilla thing, nobody seems to have bothered to actually write in a check that nuclear shelters only make sense when nukes are enabled. Fortunately, it is a quick and easy fix - now they will only show up in the building list once the nukes have been enabled.why i can build nuclear shelters when even somehing like nuclear weapons isnt invented yet?
true,I had a chance to see how awful the code and other things looks in this gameHilariously, when looking at the building, I realized someone at Firaxis clearly swapped bunker and bomb shelter building art around, as "Bunkers" which have nothing to do with nukes have a radiation symbol on them. Moreover, and to underscore how it was likely a last-minute mistake, I found that the bunker building in vanilla assets includes a better-quality texture than the one used in-game, which was likely supposed to replace the current one but never got used (seems they were going to go over many buildings to give them better-res textures, as blank "bunker_128.dds" files can also be found in a couple of other buildings' folders).
Wouldn't be the first one - they likewise swapped Qin Shi Huang and Kublai on release without realizing it (though that one was later fixed).