RFC Germania

Very true. Teutonic Knights must be farther east than the Prussians.

Crossphazer, I'll add you to the SVN editing team if you give me your google account name

On the google doc I agree with Serbia being a minor civ to fill in space
 
Other generic ideas for broader UHVs are:

Be the first in tech in XX AD
Do not allow Catholicism in Germany north of the Main River in XY AD.
Have XZ units by YX AD
Have a city with YY culture in YZ AD.
Have ZX amount of resources by ZY AD.
Be the most populous civ in ZZ AD.
 
Yeah, that could work.
 
But if the Prussians spawn in Konigsberg and the Teutonic Knights spawn in Marienburg, the cultural borders will get screwed up. The Prussians need to expand west and Marienburg will block them. And Konigsberg was more important than Marienburg, it needs to be included. And the cities would be two tiles away from each other, which is kind of close. Besides, the Knights need to be more east than west so their capital is closer to the Baltics.

That's also one of my concerns. I know Konigsberg was more important, but Marienburg as capital is more historical. But with the suggestion of Bair, I think this problem can be avoided.

Now we are speaking of this, there are some more civs which have close capitals. For instance, Swabian Konstanz and Swiss Bern. The problem is not as severe as with Marienburg-Konigsburg, but it still can provide some troubles.

I made a copy of the map, but instead of the major cities, all (current) capitals of the civs are tagged. (both playable and non-playable) This is to make it easier to see how the civs are distributed. I will upload it when I'm back home.

On the google doc I agree with Serbia being a minor civ to fill in space

Yeah, I included Serbia, because that area will be very empty if it's not.
In the map I discribed above, we may find some other areas which could use an minor civ.

We could do a DoC-esque transfer with the Teutons and post-Prussian spawn move them to Livonia based in Riga.

That would be a good idea.

Oh, question. Is stability going to be province based?

Very likely. It's possibly the most accurate way. And as this mod is based on the SoI engines, it's not hard to code as the code is already there.
 
Ideas:
Leader: Amadeus VIII
Savoy: UU Ribald (or Ribauldequin) an early cannon. Generic bonus, +1 strength and +15 collateral.
UP Power of Diplomacy. Better relations with other civs
UB Cannon Foundry. Replaces a blacksmith or generic foundry if one is made. Slightly better production.
UHV 1. Have three Great Generals by year X
2. Imperial Viceriate-Have the highest score of any HRE state in year X
3. Control the Italian Piedmont, Savoy, and Genoa by year X

Vikings UP Raiders from the sea: pillaging yields extra gold

Lombardy Leader: Francesco Sforza

Spanish Netherlands:
UU: Tercio (replace pikeman) extra bonus against melee units
UP: Governor General: receive military units periodically during war (like Antioch in SoI)
UB: Citadel
UHV 1.control Netherlands, Franche-Comte, Luxembourg, Artios, and Flanders in 1648
2. Ensure all HRE civs are Catholic in year X
3. Control five provinces in 1714.
 
That's also one of my concerns. I know Konigsberg was more important, but Marienburg as capital is more historical. But with the suggestion of Bair, I think this problem can be avoided.

Personally I think it's more important to sacrifice historical gameplay for better gameplay (Konigsberg is a much better starting location) but do what you gotta do.
 
I second the motion of Constantinople, gameplay edges out in this one I believe. But if we have a capital move it would be ok.
 
Merijn it still crashes for me when I click RFC Germania for Play Scenario.

I know. I managed to fix 2 python related bugs, but it still crashes. I'm afraid it's now beyond my capabilities to fix it.

When you load the mod and go directly to Play a Scenario, it will crash when you click on it. But when you first to the civilopedia, go to the civs page (get a python error), exit the civilopedia and then choose Play a Scenario, you will go to the Select a Civ screen. It will even start loading the map, but during that proces, you get an error.

Also, when you are in the civilopedia and select a page, the page will be empty and you get a python error like in the screenshot. But when I go to another page and back to the page I got the error, everything seems fine again.
 
I looked at the logs and this is what I see, after I did the check civilopedia and then go to scenario trick:

In PythonDgb:

Spoiler :
PY:Player 0's alive status set to: 1
PY:Player 1's alive status set to: 1
PY:Player 2's alive status set to: 1
PY:Player 3's alive status set to: 1
PY:Player 4's alive status set to: 1
PY:Player 5's alive status set to: 1
PY:Player 6's alive status set to: 1
PY:Player 7's alive status set to: 1
PY:Player 8's alive status set to: 1
PY:Player 9's alive status set to: 1
PY:Player 10's alive status set to: 1
PY:Player 11's alive status set to: 1
PY:Player 12's alive status set to: 1
PY:Player 13's alive status set to: 1
PY:Player 14's alive status set to: 1
PY:Player 15's alive status set to: 1
PY:Player 16's alive status set to: 1
PY:Player 17's alive status set to: 1
PY:Player 18's alive status set to: 1
PY:Player 19's alive status set to: 1
PY:Player 20's alive status set to: 1
PY:Player 21's alive status set to: 1
PY:Player 22's alive status set to: 1
PY:Player 23's alive status set to: 1
PY:Player 24's alive status set to: 1
PY:Player 25's alive status set to: 1
PY:Player 26's alive status set to: 1
PY:Player 27's alive status set to: 1
PY:Player 28's alive status set to: 1
PY:Player 29's alive status set to: 1
PY:Player 30's alive status set to: 1
PY:Player 35's alive status set to: 1
map rebuild. gridw=0, gridh=0


And in PythonErr:

Spoiler :
Traceback (most recent call last):

File "CvScreensInterface", line 322, in pediaMain

File "CvPediaMain", line 917, in pediaJump

File "CvPediaMain", line 250, in showScreen

File "CvPediaMain", line 561, in placeCivs

RuntimeError: unidentifiable C++ exception
ERR: Python function pediaMain failed, module CvScreensInterface
Traceback (most recent call last):

File "CvWBInterface", line 65, in getGameData

File "CvUtil", line 190, in findInfoTypeNum

RuntimeError: unidentifiable C++ exception
ERR: Python function getGameData failed, module CvWBInterface
Traceback (most recent call last):

File "CvWBInterface", line 43, in applyMapDesc

File "CvWBDesc", line 1566, in applyMap

File "CvUtil", line 190, in findInfoTypeNum

RuntimeError: unidentifiable C++ exception
ERR: Python function applyMapDesc failed, module CvWBInterface


WHEREAS the first two errors were spotted during the loadup, and the third was spotted during the map initiation.

Any thoughts?
 
Switzerland:
(It should spawn earlier, in 1291 or 1307, Old Swiss Confederacy)
UHV1: Old Swiss Confederacy: Control 50% of the Alps by 1515
UHV2: Zwingli's Revolution: Have Protestantism and Catholicism in all of your cities by 1600.
UHV3: Swiss Standard of Life: Have the Happiest and Healthiest Citizens in 1800.

Lombardy:
UHV1: Kingdom of Italy: Control Liguria, Piedmont, Emilia-Romagna, Lombardia, Veneto, and Trentino Alto Adige by 960 AD
UHV2: Successor to the Carolingians: Become the Holy Roman Emperor three times by 960
UHV3: ???

Netherlands:
UHV1: Dutch Trading Companies: Be the wealthiest civ in 1700 AD
UHV2: Founder of Capitalism: Found at least three corporations
UHV3: Stadtholder of the Netherlands: Conquer the Spanish Netherlands and Frisia and control all of the Low Countries by 1648.
 
I am working on a SoI engine copy with your map. I will set it up and then you can start adding your changes.

you understand that some of the xml schema will not match from mod to mod right?
 
I recommend you use what we've already coded srpt. Give me your google account name and I'll give you commit rights to the svn.
 
Province based stability is very powerful in that it self-documents (players know exactly what they have to conquer, etc) and is easy to change provinces without messing with UHV goals. No real reason to stray from that if you're using the SoI engine.
 
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