Suggestions and Requests

Is there a way I can change the stability maps for a mod-mod branch? From a night of research into late 19th century colonialism, I discovered there are several places where some locations should be historical for civs but aren't (e.g. France in Mali/Burkina Faso/Niger, Britain in Sierra Leone/Ghana/Nigeria, France or Netherlands in Congo in place of Belgium).

Does a script read from the map files themselves, or is it fully scripted?
 
Is there a way I can change the stability maps for a mod-mod branch? From a night of research into late 19th century colonialism, I discovered there are several places where some locations should be historical for civs but aren't (e.g. France in Mali/Burkina Faso/Niger, Britain in Sierra Leone/Ghana/Nigeria, France or Netherlands in Congo in place of Belgium).

Does a script read from the map files themselves, or is it fully scripted?

Currently, the stabilitymaps are in the DLL (CvRhyes.cpp). It requires recompiling the DLL first to have the changes applied.

However, the maps will be moved to python soon. I'm currently creating the interface in the WB that will make it easier to change the stabilitymaps. But Leoreth needs to do some groundwork in order to make it functional.
 
Austria. Year 1715 on 1700 AD start. Great Engineer Johannes Gutenberg was born in Mailand. What can he possibly bulb, as a great engineer? Austria can research 5 techs at that point: Constitution, Liberalism, Economics, Chemistry and Scientific Method.

It is logical to expect that he can contribute to the Scientific Method, and perhaps Liberalism and Economics (what gunpowder did for war...). I don't even rule out Chemistry as many great engineers were polymaths essentially. But the correct answer is ... Constitution! I wonder why...

So the suggestion is to change that to something more relevant.
 
Thank you very much for modding this game and keeping improving it.

I have been playing the mod for a very long time now and have completed almost all UHV's on emperor and above.

My preferred way of playing is a marathon game in which I start with an ancient or classical civ and then build up to and switch to the civ I want to complete the game with.

I wanted to tell you about my favourite ten civilizations (and what would make them even more awesome in my opinion) but I could not make up my mind which where my favourite ten, so I will just post my thoughts about three of them.

The Dutch
Spoiler :
Lets start with the Netherlands.

Whenever I play a game with the Netherlands I usually already have a very long game (usually with the greeks) behind me in which I get (most of) the Merchants and wonders to get more great Merchants for one of the UHV's.

I consider myself to be a minor authority on the subject Netherlands, hailing from the Low countries myself.

The Netherlands used to be a country of forests and swamps.

The name of the most prosperous of the seven provinces was even called Holland, which is dutch for woodland.
Spoiler :
From the middle ages on the dutch have been steadily deforesting their country though. So forests nowadays are almost nonexisting and it was quite a stir when researchers discovered that the roots on the trees of the Veluwe (a dutch national park) were those of a primeaval forest. Apperently the prehistoric dutch already were in the habit of cutting down trees and grew to expect that they would grow back again after some time. They must have been quite disappointed at first when that ceased to happen... ...in most of the country...

And though the dutch pride themselves on their polders,
Spoiler :
boasting that god made the all of the world except for Holland, which the dutch made themselves,
most of the waterworks were built to drain swamps or very shallow lakes.
Spoiler :
In fact, up to world war two the dutch national defence policy was in case of an invasion to just puncture the dikes. Which will result in lands flooded by about a meter of water.

Too deep to comfortably wade trough and too shallow to cross by boat. The downside to this strategy (besides inflicting huge damage on your own property) is that it takes time.

So when the germans invaded the Netherlands in WWII and completely obliterated the dutch forces on all fronts except the three points the germans deemed decisive
Spoiler :
(those points being the only points they could cross the flooded lands after subsequent lands were flooded)
they bombed the city of Rotterdam, and with it all of the dutch gouvernment,
Spoiler :
(save the queen, Churchill deemed her the only member of the dutch gouvernment with balls)
into submission.

Resulting in a dutch surrender still in time to clog the punctured dikes and abvert the impeding flooding.
Spoiler :
Leaving most of the population living in the to be flooded lands blissfully incogniscent about anything what had been about to be happening.


Apperently the German command also didn't know it takes a couple of weeks for the dutch polders to be flooded to a level beyond that of mere puddles.


It would be really nice if the spot on the map of Amsterdam had a forest, and the spot above Amsterdam had a swamp that would disappear at a certain date to reaveal a grassland with foodplains to represent the dutch polders. If the polder could start with a windmill that would just be icing on top of the cake...

When the Dutch found the city of 'Kaapstad' could it be called 'Kaap de goede Hoop' instead? 'Stad' is dutch for city, implying a large population center. Whenever the dutch (re)capture the city on the spot of Capetown 'Kaapstad' is an excellent name though.


The Spanish
Spoiler :
The spanish are one of my favourite civs. Vassalizing all of europe is both doable and fun, haveing to do it twice for the UHV makes it even more fun.

Playing with the Spanish gives a lot of options for civs to pick before switching to the spanish. Even taking china to force confucianism in Rome has its perks. But I usually take Greece,
Spoiler :
wonders and specialists
Rome
Spoiler :
infrastructure
or Carthage.
Spoiler :
Trunks

Considering the spanish I have one tiny request, could the spanish citadel be buildable with construction?
Spoiler :
In the part of the game before the settling of america and before the reformation I experience a surplus of production and a shortage of gold(research). After either of them (especially the reformation) there is quite a shortage of production and an even bigger shortage of gold(big empires are expensive) so I rarely get to build them. Other techs are more crucial and when I have the tech to build citadels the extra unit sooner outweighs the extra experience for a unit that arrives later.


The Babylonians
Spoiler :
The Babylonians used to be my civilization of choice before switching to a classical civ. Being able to build chariots from the start gave me the power to wipe both egypt and china to reserve those nice first wonders for my civ of choice (some bowmen would solve any future greek and even roman problems before they presented themselves. However, with the recent stability change, on the highest level that course is a road to certain defeat (eventually another necessary conquest of a city will make me collaps into game over) So when now playing Babylon a more modest gameplan is prescribed.

Part of the fun from playing with babylon comes from the bonusdamage to stacks that the bowmen give me. When I am forced to upgrade them to longbowmen (because they will get hopelessly outdated eventually) I lose that part of the fun. Could at least part of the bonusdamage to stacks be retainable for future upgrades like longbowmen and riflemen?


Even this small wall of text took me quite a bit longer to type than expected. But let me end this post for now by thanking you once again for all the work you put in this modmod, the joy it has given me to play it and by telling you I am looking forward to the changes I read about on the forum for the next update.
Spoiler :
circumstantial minor civs sound awesome!
 
Thanks for playing and enjoying the mod!

Also thanks for your thoughts on those three civs. I think the Low Countries until the Dutch spawn could be made more interesting, I will keep your suggestions in mind. The Cape Town name also sounds reasonable.

I think Spain is fine with the standard tech for its UB though. And in general I'd like to reduce the carried over advantages from upgraded UUs, not preserve even more of them.

(And I also can't wait for the time where circumstantial flavor minors are possible.)
 
Suriname is a historically significant location for the Sugar resource, so how come there isn't one in the area?
 
:dunno:
 

Well I was reading the above guy's input about the Dutch civilization and then I remembered how there's literally no sugar in the Caribbean coast of South America even though the Dutch utilized Suriname as their sugar colony from which they obtained cane that they processed on the mainland. It was such a significant part of their economy that, when England conquered New Holland in the Second Anglo-Dutch War, the Dutch declined exchanging Suriname for their claim on the (at the time) marginally productive modern New York area. https://en.wikipedia.org/wiki/Treaty_of_Breda_(1667)
 
I agree, I just could not answer your question.
 
(And I also can't wait for the time where circumstantial flavor minors are possible.)

The search revealed this is the first time you mention those (at least in this thread). What are these about?
 
Thank you very much for modding this game and keeping improving it.

Welcome to forums :xmastree::santa2::xmascheers::newyear::xmassign:

I can see that you really like our Spoiler button. The thing is -- many of us read a lot of posts and clicking so many times just to discover short line of text was a little taxing. Just my few guilders.

Spoiler :
:c5gold: :c5gold:
 
The search revealed this is the first time you mention those (at least in this thread). What are these about?
I don't think I have used that term before, but I liked it and it's fitting.

Basically the idea is that as soon civilizations are untied from slots, there is no reason to only use a limited set of generic independents in the game. If there are free slots not taken up by major civs, you could use some of those slots to represent independents by "actual" civs. The emergence of these civs could also depend on where the human player is active because it is mostly a flavor feature. For example, if you're playing England Edinburgh could be controlled by an actual Scottish civ. Of course the feature would be optional to save resources of players with weaker machines. But I expect this to be an easy to create feature as soon as the groundwork has been done.
 
Ooh, does this mean stuff like Kievan Rus, Teutonic Order, Genoan Republic, Kingdom of Naples, Crimean Khanate etc?
 
Have we discussed including minor religions ? The mechanism in RFCA is quite nice in this regard. Nestorian Christianity, Sikhism, Jainism, Judaisim and Shinto are very relevant as minor religions and even Hellenism in the early game which would disappear in time.
 
Ooh, does this mean stuff like Kievan Rus, Teutonic Order, Genoan Republic, Kingdom of Naples, Crimean Khanate etc?
For example.
 
I played the "Rise of Mankind a new Dawn-Mod" for the first time this week and think their concept for trade routes is very interesting. It's a drastic change (and probably a lot of programming work), but could be an interesting feature for future DoC versions.

I just copy a statement from one of the mods authors to speak for the change:

Trade Routes are gone. I keep meaning to write a civilopedia article on it, but basically it has been replaced with a much simpler concept.

Instead of trade routes, you have connected cities. This is what is shown where trade routes used to be, in the top left of the city screen. Certain buildings give commerce from having connected cities. Certain civics may increase or decrease the commerce from connected cities. Connectedness is similar to trade routes in that you must have a path (either road or ocean) to have the game consider a city connected. But the differences are that by default, you earn nothing from connected cities, and certain buildings provide a flat :commerce: bonus. See the port building for an example of this.

I wrote up a lengthy rationale for the change many months ago, but the distilled version is this: Trade Routes were hard to understand, it was impossible to predict the effects, and finally, bad for game performance in the late game. This trifecta, of complexity, unpredictability, and slowness caused us to look into a system to replace Trade Routes. Connected Cities is this system. In contrast, connected cities are easy to understand, as connected cities are listed in your city screen (and paths are pretty obvious to see visually), easy to predict the effects, as long as you are capable of counting, and simple to calculate.


Happy Christmas! :)
 
Actually, I don't quite see the difference between that and the current system.
 
Possible differences as stated from Afforeress (the mods author):

Slowness caused: I can't tell how much trade route calculations drain on CPUs. I am sure you are better informed if this would have an impact on turn times especially in late game.

Unpredictability and Complexity: Even as someone who plays Civ4 now for nearly ten years more or less regularly, I cant' really say how trade route gains are calculated and always have to guess how much +50% trade route yield adds or how much mercantilism drains on my economy.
The system without TRs is definitely easier to understand and it's effect are easy to see.

Gameplaywise it feels less abstract. You build a port or a road network (as building), you gain something for it. You have a lot of ressources in the city, so trade is better. Vanilla system is just found a city and magically (a lot of) commerce appears out of thin air.
 
No, I mean I don't even understand what connected cities means. Currently cities are connected by trade routes. So what is the difference?
 
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