pandasnail
Prince
- Joined
- Nov 18, 2015
- Messages
- 543
Ok this new city flipping city states thing sounds awesome!
Will spies be able to help induce a city to flip, and if so would the civ that the spy belongs be the new CS ally. This would model real world events.
I'll make it a VP 2.0 request then.Nope, spies have no effect.
G
How it works in the code:
I’m adding a new class of alive status - potentially alive - and I populate all of the unassigned (at game start) minor civ starts with un-initalized ‘potentially alive’ city-states. In this state they don’t affect anything - they’re not allocated any memory because they don’t exist yet. Once the call to create one is issued, a random ‘potentially alive’ civ is called upon, and it is init’d and given the city that revolts. This city is assigned as its capital, and it is a city-state for all intents and purposes. If recaptured there’s no warmonger for the civ it liberated from as it is still originally their city. If that same city flips again it becomes that same city state once again. If a different city flips, that becomes a different city state. And so on. So this can only happen x times per game, where x is the 62 - (y+z) (y= max num majors, z= num minors at game start).
Right now these emergent CSs affect things like spies because, well, they are new CSs. I can exclude them though.
What are the odds of having the city name change to "Free X"
as in, Lyon rebels and becomes Free Lyon (or the Republic of Lyon, or some such.)
I found if I'm using the progress city spam strategy (one of my favorites) build lots of workers they help getting unhappiness under control. Use the money generated from new cities to hurry the construction of happy buildings, and you will need a religion. A deep infrastructure with progress tends to make people happy.On a pseudo-related note to the city revolt: I think I might finally have to admit that my favourite playstyle is not quite feasible anymore. That is to say, Progress + spam 20+ cities as soon as humanly possible. I survive in the short term, but once those cities grow, I'm drowning in unhappiness by Renaissance. Meaning, the game functions as it should by stopping me from doing such silly things.
I found if I'm using the progress city spam strategy (one of my favorites) build lots of workers they help getting unhappiness under control. Use the money generated from new cities to hurry the construction of happy buildings, and you will need a religion. A deep infrastructure with progress tends to make people happy.
For non-native speakers.Deep state, you say?
G