Panopticon
Utilitarian
If it works like RFC, probably a 4:1 culture advantage, i.e. 80%.
I also think that moving the Ottomans over to western Anatolia would be very unfair for Byzantium. They would lose some of their core cities when the Ottomans spawn.
Re: Cog fix. Just ran another 1580 test game with revision 147. Again no transport ship used, and there two questions arise. 1) Was the code for transportation fixed for all transport ships? And 2) don't you think that, apart from that, the problem is that the AI is afraid of getting its ships out because of pirate ones, or that the pirates destroy them. Possible solutions are a) nerfing pirates and b) learn the AI to escort transport ships by war ones.
I assume you fixed the Cog XML in UnitAI and DefaultUnitAI? It needs both tags copied from Holk.
Also, some things I noticed:
1. Simone Boccanegra has the unchanged personality of Alexander the Great in XML so he is set to favor land attack units and razing cities... changing the UNITAI_ATTACK to UNITAI_ATTACK_SEA is one easy fix.
2. Rhye's UNITAI switch in CvCityAI.cpp(2384) is commented out, the part which specific civs build more or less of different types of units. Unless this was moved to Python, if this was re-enabled it'd make Venice and Genoa build more naval units, among other things.
We will not be adding Seljuks as a separate civilization. I could increase their strength to purge the Byzantines from Anatolia, if that would make you happier.
I don't have a big problem with the Ottomans showing up close to Byzantium. That's basically how this mod works -- Civs spawn in a defined spot at a defined time, not subject to what else is going on around them. I think there was a bug with the Mongols south-of-the-Black-Sea in the code (the coordinates were flipped), so that can be fixed.
There were 2 Mongol invasions in the late 1200s.
1) The invasion of Anatolia in 1241-44 when they sacked the Seljuk Sultanate of Rum
and
2) The invasion of Syria in 1259-60 when they were decisively defeated by the Mamelukes under Baibars at the Battle of Ain Jalut (see map). Their first major defeat which prevented them reaching Jerusalem and Egypt.
What usually happens in the mod is the Seljuks attack only the Arabs when they spawn and the Byzantine cities are rarely touched. Maybe is we had the Seljuks found a barb city near Trebizond and then spawn hordes of cavalry it would be more realistic. Then a Mongol invasion would attack the Seljuks first or whatever city there is in eastern Anatolia.
IMO the Ottomans should spawn further to the east, but stronger.
I played another game on monarch as Byzantine and I barely made it through the plague, Arabs and Bulgarians. The plague could be solved (somehow) with small cities and stacking units; only two Anatolian cities declared independence. But the weird thing was that I got it twice in couple (3) of my cities, I don't think that is supposed to happen. So if you don't plan to remove the plague, at least nerfe it a bit...
Anyway, as I played on and had just recaptured Tyre and taken Damascus, I noticed that my first UHV didn't trigger, then I went to Victory screen and noticed that Rome's culture was way beyond my reach (what kind of buildings they have in there?!), eventhough I had some impressive stuff (screenshots) in Constantinople myself.
So IMO Rome shouldn't be in the race at all (or it's culture should be turn down), since it is not completely in the game either (meaning that I cant take my Cataprachts and raze it), or then Constantinople's culture should be reenforced from the start. Since playing with Byzantines is really difficult already (easily harder than, for example, Persians in RFC)! Basicly dealing with the plague, horrible stability and Rome's culture is a bit too much.
Well I guess I have to go for Domination Victory then.![]()