Suggestions and Requests

I'm 99% certain I've once played a mod here at CFC where tech diffusion on city conquest was a thing, giving a small amount of beakers (from 1/20 to 1/3 of a tech's cost depending on the captured city's size/buildings/culture/whatever). No idea what mod it was though.
 
There is such a mechanism in Realism Invictus.

In fact it is a good mechanism. Civilisations can start with no starting techs and they get some techs depeding the cities and tiles they flip.
 
*Obligatory political rant*

I had a thought. It would be difficult to implement and balance, but some sort of tech diffusion by conquering would be nice. Throughout history with the Crusaders attacking and bringing back Eastern knowledge, the Allies taking German scientists for rocketry and such, Persians take the idea of coinage after conquering the Lydians, and so on. This could be interesting as it isn't all that uncommon that a nation will take over another nation and adopt its superior methods of doing things. It also makes sense because, if America knows how to build railroads, and Mexico takes over New Orleans, then I'm assuming at least one person is left in the city that knows how to build railroads. Also, generally more advanced civs are stronger so it isn't super-abusable.

What I was thinking in terms of actual implementation is that a city being taken accounts for a certain percentage of that tech, say, 20%. Each battle one is 2%. It's just an interesting thought.

You get cash on conquest. Cash can be used to fund future research, or other things. Perhaps you could also get some beakers on conquest in a similar way. However, I don't know if it's necessary to add that feature, but it is kind of cool.
 
I know RoM: AND has it as a feature. It would just add that little bit of realism.
 
When a civ spawns, it receives several things, like units and techs. The methods which assign these things to the civ all use a lot of if-statements to determine which unit/tech is has to assign to a civ. Wouldn't these methods work faster if those if-statements would be replaced with elif-statements?
 
To a negligible amount, yes. If there a n civs and the civ at the k-th position is queried, only k if clauses need to be evaluated instead of n for every call of the method.

Since these methods are called once for every possible k, the overall complexity is:

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So both approaches are the same asymptotically :p

More seriously, integer equality checks are the cheapest thing you can do, so it doesn't really matter if you do twice as many on average, if n is small.

On the other hand, you can easily rearrange or comment out parts of the code without breaking it.
 

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I don't remember to be honest, I just googled a Latex to image site.
 
Yeah, but firing up a text processing program is basically the same effort as simply starting my Tex compiler.
 
Could we please nerf building Wealth, Research (Culture) and FailGold?

Those should be emergency measures or for when you have really nothing else to build, but in good play it's almost always better to invest hammers into those than in infrastructure. Can we please make only every other hammer count for those?

This has been irking me since BtS, but I especially noticed it now in the "Help poor Mother Russia get back on her feet" thread when comparing my own early 20th century savegame with that other guy's and seeing that even though they haven't found a single additional city, left out the effin' UB in most cities, have easily avoidable angry citizens and are even working unimproved tiles here and there for crying out loud they are somehow technologically ahead of me, me who played as optimally as he thought he could and has most cities full of infrastructure and optimally improved surrounding landscape filled with happy and healthy citizens, all because this other player was excessively exploiting building Wealth! I'm asking you is that fair? Is that realistic? Is that... equal?

[SPOILER="And you know what happens if something is not equal]
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[/SPOILER]
 
Yes it is. Historically speaking, Russia was a backyard power. As for your strategy, I know this might hurt you, but consider the possibility it is bad.
 
Doesn't it strike you a little odd when one can enjoy a trade route with a city you have never seen on the map yet? I do realized the way trade routes behave in BTS is kind of hard coded but still... Ban the trade from invisible cities?
 
Yes it is. Historically speaking, Russia was a backyard power. As for your strategy, I know this might hurt you, but consider the possibility it is bad.

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Do you want to take a vacation in Siberia?
 
It is also not really accurate from as early as the 18th century onwards.
 
Doesn't it strike you a little odd when one can enjoy a trade route with a city you have never seen on the map yet? I do realized the way trade routes behave in BTS is kind of hard coded but still... Ban the trade from invisible cities?
On the other hand, in the Antiquity and Middle Ages there was some trade (although usually though intermediaries) between civilizations whose awareness of each other was too vague to be represented as revealed ties (for instance, there was some trade between Imperial Rome/early Byzantium and India, to the point where there exist Indian imitations of Roman gold).
 
Russia being a backyard power.
 
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