alegra0912
Chieftain
well, now I feel kinda dumb
well, now I feel kinda dumb
The first Catholic player that captures Jerusalem (with or without a crusade) receives a golden age as well as boost of stability and faith.
Cool.
Is that written down anywhere in the game?
For some reason, the UHVs for the Norse, the Venetians, and the Franks are triggering way too early; it always shows them as failed before I even get a chance.
It is actually of critical importance to some, Burgundian sulphur in woodland hill, various Byzantine resources, various Norse resources, Venetian stone etc.Meanwhile I also noticed that I can get access to Timber by building a Fort on it - before researching Replaceable Parts. I suppose that's not intentional?
I totally agree about the importance of hooking up resources by building a Fort. However, I do find it weird that it's possible to hook up Timber long before researching the tech that provides the appropriate improvement.It is actually of critical importance to some, Burgundian sulphur in woodland hill, various Byzantine resources, various Norse resources, Venetian stone etc.
If the fort option was taken out the map would need a massive overhaul to balance everything as there is a bunch of resources that would never come into play until in the last 50-100 turns.
I totally agree about the importance of hooking up resources by building a Fort. However, I do find it weird that it's possible to hook up Timber long before researching the tech that provides the appropriate improvement.
I just looked into ProvinceManager.py because i was curious how the province system actually works and i stumbled upon the following lines:
Code:def onCityBuilt(self, iPlayer, x, y): [...] if ( pPlayer.getProvinceType( iProv ) == iProvincePotential ): if ( iProv in self.[COLOR="Red"]tPot2NormProvinces[/COLOR][iPlayer] ): pPlayer.setProvinceType( iProv, [COLOR="Red"]iProvinceCore[/COLOR] ) if ( iProv in self.[COLOR="Red"]tPot2CoreProvinces[/COLOR][iPlayer] ): pPlayer.setProvinceType( iProv, [COLOR="Red"]iProvinceNatural[/COLOR])
i think iProvinceCore and iProvinceNatural got mixed up. It should be the other way round.
Its the same in onCityAcquired !
We just have to make it so that Timber just doesn't appear until the corresponding tech. The issue is that you can see Timber on turn 1.
I've seen that this hasn't been fixed in the repository yet.
def recalcCivicCombos(self, iPlayer):
[...]
if ([COLOR="Red"]iCivic3[/COLOR] == xml.iCivicMerchantRepublic):
if (iCivic1 == xml.iCivicFeudalLaw):
iCivicCombo -= 4
if (iCivic3 == xml.iCivicTradeEconomy):
iCivicCombo += 3
if (iCivic0 == xml.iCivicDivineMonarchy): #Divine Monarchy should have an appropriate religious civic
if (iCivic4 == xml.[COLOR="Red"]iCivicDivineMonarchy[/COLOR]): #Paganism
iCivicCombo -=4