A simple question: has Frederick II aka Stupor Mundi a worthy place in the mod? Was he included anywhere, such as great people or civ-specific ranking lists? If not, I think it's a huge absence.
He's in the victory rankings for Holy Rome, but as far as I know that's it. Maybe he should be added as a Great General for Holy Rome, there are very few medieval ones at the moment.A simple question: has Frederick II aka Stupor Mundi a worthy place in the mod? Was he included anywhere, such as great people or civ-specific ranking lists? If not, I think it's a huge absence.
While I don't necessarily disagree with this, and generally agree UHVs shouldn't be achievable with cheap tactics (eg, Maya galley in Greenland)...I have a 2 end game suggestions that are meant to prevent the third American UHV from being painfully easy. I have played too may America games to be healthy and have found a bit of a "cheat code" for UHV3 that could use a plug. Specifically, I've found that right now a bit of an America UHV3 cheat code is to build nothing but ICBMs between 1950 and 1989 and then nuke everybody (particularly Russia, England, Japan, and/or Germany) to get 75% of the military and economy right before 1990. I think this kind of goes against the spirit of the UHV which should be to "vassalize" America's modern day allies (ala post-WW2 NATO / Japan) and collapse its rival's empires without causing Armageddon.
Building on this, I've noticed two flaws in AI behavior that makes the ICBM spam strategy possible. 1. The AI never builds ICBMs and only ever builds nuclear bombers. 2. The AI is very prone to using up all their nukes on the independents / their neighbors immediately after they build them. This AI behavior leaves them without a credible nuclear deterrent when I do unleash oblivion in 1989 as America.
To prevent the American player from ICBM spamming for UHV3 (which feels a bit like a cheat / exploit to me) I had two thoughts that I'd like to humbly humbly suggest:
1. that America's last UHV be changed to the following: "Acquire 75% of the world's military and economic power without using a nuclear weapon."
2. that the AI could be hardcoded to build 50% bombers/50% ICBMs and to only use ICBMs if nuked first (if possible). That way if I nuke them in 1989, the AI can retaliate--which will somewhat negate the benefit to me of using the exploit in the first place.
Again, just two suggestions.Not sure if the intended point of the third American UHV is to cause a massive nuking of the world or not.
With respect I shall defend the current implementation for both balance and historical reasons. Balance-wise, I see it as a necessary limit to exploitation of NA by requiring player to invest in protection and think strategically about military/civilian deployment and infrastructure choices. Historically I view these supremely able units as the best possible way to represent the ever-looming threat of native resistance as an alternative to fully implented civs and to model the slow rate of colonial development. Otherwise, one might say NA would simply be unbalanced; too rich a prize for too little effort, and I'd even call it a chop-spam-snooze-fest.can we not have Natives move on the turn they spawn cos losing 6 workers to a Mahawk that appeared out of nowhere into the middle of your colony is not the most fun experience IMO
View attachment 681173
It's been a long time since i played DoC but the last time I played, natives couldn't move on the turn they spawn.
(It did happen on RFC:Europe, and it was horrible)
def spawnUprising(iPlayer, iUnitType, iNumUnits, tTL, tBR, sAdj=""):
''' Leoreth: represents uprisings of Natives against colonial settlements, especially North America
spawns units in a free plot in the second ring of a random target city in the area
(also used for units from warring city states in classical Mesoamerica)'''
plot = possibleTiles(tTL, tBR, bTerritory=True, bNearCity=True).random()
# never directly next to cities
# never on tiles with units
It's been a long time since i played DoC but the last time I played, natives couldn't move on the turn they spawn.
(It did happen on RFC:Europe, and it was horrible)
CTRL + W, fam. Bye bye Mohawk.Can mohawks lose the double movement on forest? I hate babysiting workers in NA
You adorable precious nübez inspired me to crank out this lil' ditty: Colonial Civ Quick GuideBro i have no fcking clue how to play as a colonizer, because either i die to natives or i ICS to debt.
I'm perfectly aware of the fact that I need units to guard my cities in NA and I'm fine with that.With respect I shall defend the current implementation for both balance and historical reasons. Balance-wise, I see it as a necessary limit to exploitation of NA by requiring player to invest in protection and think strategically about military/civilian deployment and infrastructure choices. Historically I view these supremely able units as the best possible way to represent the ever-looming threat of native resistance as an alternative to fully implented civs and to model the slow rate of colonial development. Otherwise, one might say NA would simply be unbalanced; too rich a prize for too little effort, and I'd even call it a chop-spam-snooze-fest.
Is it a new bug? I have not update the version and I don't see barbs move first in my game.AI units moving on the turn they spawn is a bug and I will fix it in not too long.