Suggestions and Requests

I couldn't find anything relevant using the search function, so here goes: how about a search function within Civilopedia?

The largest problem would probably be adding a search text field to the interface and refreshing the list of articles as you type into the text field.
I have seen this in Realism Invictus, so it should be doable. Don't know when I will be available to look into that though.
 
Some suggestions on the first Portugese UHV:

St. Helena is part of the Indian Trade Route. Is this intended? (Not totally unhistoric, but a really bad spot.)
Only used to take on water and maroon naughty sailors, even less a part of the trade route than Madeira or Socotra.
Madeira/Canaries is not part of the Indian Trade Route which feels wrong/strange to me. It would make founding Madeira more attractive, too.
Madeira and the Canaries were an emergency stop in case something went wrong immediately with the departing amarada.
The portugese coast/Lisboa is not part of the Indian Trade Route, which feels unintuitive.
Agreed, but for Azores even more. I won't stop talking about this, Leoreth!
The Maledives (?, 1-tile-island SW of India) are part of the Indian Trade Route. Intended?
If "Indian Trade Route" encompasses the entire Indian Ocean trade, I think they should be a part of it, along with India's east coast and the Burmese/Thai/Malaya coast all the way to Singapore. But if it means "historically Portuguese-controlled trade route in the 16th century" I don't think they should be.

I've posted this map in the dedicated Portugal thread, I think i's helpful for defining just what the Indian trade route was for Portugal:
Spoiler map :
volta do mar.jpg
 
I couldn't find anything relevant using the search function, so here goes: how about a search function within Civilopedia?

The largest problem would probably be adding a search text field to the interface and refreshing the list of articles as you type into the text field.
Would that even be doable within the limits of a mod?
 
Should combat against barbarians grant Great General points? I feel like they're threatening and prominent enough in the mod that fighting them should be rewarded more. Especially to compensate the possible loss of stability from losing.
Maybe it can be capped at 1xp per fight, or maybe it can be an effect of the Hegemony civic, or something. But I agree. There's some civilizations where you spend most of your game fighting barbarians, and it feels weird to not make any progress towards a Great General with them.
 
Maybe it can be capped at 1xp per fight, or maybe it can be an effect of the Hegemony civic, or something. But I agree. There's some civilizations where you spend most of your game fighting barbarians, and it feels weird to not make any progress towards a Great General with them.
Especially, then barb much advanced than you))
 
I think there's sufficient reason to shuffle Portugal's starting techs. Patronage doesn't make sense either for historical flavor or usefulness and contributes to a current game state in which AI Portugal has been hogging Santa Maria. For gameplay alone I'm inclined towards Compass but this would be severely disfavored by historical concerns in which transnavigating Cape Bojador presented a major challenge not to be accomplished for centuries after spawn date. Education is definitely out. Commune and Crop Rotation more or less neutral. This leaves Doctrine and it's the winner for me at this point. Works historically with the kingdom being an outcome of the Reconquista and provides the player an available lever to pursue an early Morocco-focused strategy.
 
There is no Bulgaria in this mod.
 
I think there's sufficient reason to shuffle Portugal's starting techs. Patronage doesn't make sense either for historical flavor or usefulness and contributes to a current game state in which AI Portugal has been hogging Santa Maria. For gameplay alone I'm inclined towards Compass but this would be severely disfavored by historical concerns in which transnavigating Cape Bojador presented a major challenge not to be accomplished for centuries after spawn date. Education is definitely out. Commune and Crop Rotation more or less neutral. This leaves Doctrine and it's the winner for me at this point. Works historically with the kingdom being an outcome of the Reconquista and provides the player an available lever to pursue an early Morocco-focused strategy.
I agree fully, Portugal is taking the Santa Maria wonder in almost every game I play. The AI has a huge aversion to trading for Patronage too. They'll usually only offer 10 gold for it. Starting with doctrine lets them fire up the theocracy (arguably more useful to Portugal than vassalage) and fanaticism combo from the start. Historically speaking that civic combo is more representative of Renaissance Portugal, but on normal speed there just isn't enough time to LARP as medieval Portugal, you have to get started on your UHV immediately.
 
I agree fully, Portugal is taking the Santa Maria wonder in almost every game I play. The AI has a huge aversion to trading for Patronage too. They'll usually only offer 10 gold for it. Starting with doctrine lets them fire up the theocracy (arguably more useful to Portugal than vassalage) and fanaticism combo from the start. Historically speaking that civic combo is more representative of Renaissance Portugal, but on normal speed there just isn't enough time to LARP as medieval Portugal, you have to get started on your UHV immediately.
Replying to myself, I tested this out today. Definitely makes life more difficult for the human player with no clear gain (Portugal's single productive city makes building an army to conquer Morocco time-consuming enough you can't start working on your trade route control until very late). Maybe the AI's tendency to build Santa Maria can be toned down instead?
 
Definitely makes life more difficult for the human player with no clear gain
Good on ya for giving it an honest rip and confirming what I'd kinda known that the Morocco Strat wouldn't suddenly be made viable with this change alone. Aside: you've tried this angle before, nay?

Maybe the AI's tendency to build Santa Maria can be toned down instead?
No problem with this. I also just think Patronage needs to be swapped for something else as a start tech regardless of which alternative might be settled on. Also thanks for your insights into AI tech trade behavior.
 
Good on ya for giving it an honest rip and confirming what I'd kinda known that the Morocco Strat wouldn't suddenly be made viable with this change alone. Aside: you've tried this angle before, nay?


No problem with this. I also just think Patronage needs to be swapped for something else as a start tech regardless of which alternative might be settled on. Also thanks for your insights into AI tech trade behavior.
Yeah, I've tried the Morocco strategy before. As I mentioned in the Portugal thread, it's not nearly as viable as it used to be after the Spain buff. Once they lose Cordoba, usually by 1250, Marrakesh begins pumping hill defense II crossbows + walls + castle.

I don't know what could replace Patronage. Patronage is one of the three techs you need for cartography, so ditching that delays your bandierantes by ~10 turns (directly or indirectly), which is a big deal. Maybe swap it out for paper or compass?
 
In which file can I find information about time and quantity of "expansion conquerors" for civs such as Rome, Mongol, Spain etc.?
 
In Rise.py, specifically createExpansionArmies and createExpansionUnits.
 
In Rise.py, specifically createExpansionArmies and createExpansionUnits.
From what little I could understand about the code I don't see civ-specific information such as expansion areas and time of the conquerors spawn. Where can I find such information?
 
  • Expansion areas are set at the birth of a civilization that is set as an expansion civ. Tiles must have a war map value of 5 or higher, be on the same continent as the civ's starting tile or less than 32 tiles away.
  • Expansion time by default lasts 30 turns, after it runs out expansion areas are removed. Conquering a city in the expansion area can extend the expansion time to up to 10 turns. Making peace with a civilization removes its territory from the expansion area.
  • If a civilization is not at war, there is a regular check if there are foreign cities in their expansion area. They will declare war on one of these civilizations.
  • The war declaration triggers the unit creation. This includes war declarations the AI decides to make on its own account.
There are no specific dates and no independent definitions of expansion areas, if that is what you expected.
 
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