Suggestions and Requests

Alternative Mayan UP suggestion: Double all yields for each core tile. :)
 
Unless I find a workaround, that would be hard to implement. Currently the code tracks directly for every tile which city works it.

That's what I suspected. Oh well.

There could be other ways to give bonuses for dense city placement, if that is desired. For instance, extra trade routes or extra yields per other owned city in city radius.
 
I could image +1 commerce per adjacent city. So your first ring already has +1 and if you build cities one tile apart you could get +2.
 
Isn't there already a possible civic tag that provides an extra specialist for all cities in your core? Maybe just using that as UP could work.
 
I could image +1 commerce per adjacent city. So your first ring already has +1 and if you build cities one tile apart you could get +2.

I am playing Mayans for the default difficulty and first 2 UHVs are really doable with 40% discount. Many European Wonders are available to be built even. Current UP is not bad after all. It may not be very exciting or elegant but it does the trick, and Mayan UU provides all the excitement!
 
So, Polynesia is usually disabled if you're not playing it. Probably because it doesn't really do anything.

I figured out how to make it successful: Change the AI of its ships to Settler Sea.

Can you actually copy paste the relevant code so we could see how to do it? Do you have to change Default AI only?
 
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I am playing Mayans for the default difficulty and first 2 UHVs are really doable with 40% discount. Many European Wonders are available to be built even. Current UP is not bad after all. It may not be very exciting or elegant but it does the trick, and Mayan UU provides all the excitement!
It's less about their strength but instead that the current UP does not feel like a power at all, since everyone has different tech modifiers.
 
It's less about their strength but instead that the current UP does not feel like a power at all, since everyone has different tech modifiers.

If we keep the current tech rate (which allows to discover Writing and Mathematics just on time) -- very useful UP can be Power of Sacbe +1 :food: for every plot with a road. The only way to build Temple is to sacrifice massive amount of slaves.
 
That's an interesting idea.
 
I think that is really overpowered, especially if you don't play for the UHV. It basically means free food on every land tile.

I do like the idea of sacrificing slaves to build the temple.
 
It probably needs more constraints, like road + cottage improvement + core.
 
It probably needs more constraints, like road + cottage improvement + core.
I don't think this UP will make any difference. It's like what, three removed rainforests? Also worse than the Congolese UP.

What about food bonus for each city in BFC? Is it technically viable?
 
I think that is really overpowered, especially if you don't play for the UHV. It basically means free food on every land tile.

I do like the idea of sacrificing slaves to build the temple.

Even our Pedia suggest that at it's peak Classical Mayan population was comparable with Tang Chinese. Health and happiness resources are scarce compared to Old World, so I don't think being in the middle of a jungle you can see too much overpower. Instead of core or cottage retrains UP can simply expire in Renaissance Era, giving the human player the feel of Mayan collapse.

Main after farming the corn and mining the silver there is not much to do for Mayan workers for a long time until the discovery of bloomery. Human player ends up building roads anyway. Now they can help to simulate population rise and fall in tiny Mayan lands.
 
Code:
<Class>UNITCLASS_GALLEY</Class>
            <Type>UNIT_POLYNESIAN_WAKA</Type>
            <Combat>UNITCOMBAT_NAVAL</Combat>
            <Domain>DOMAIN_SEA</Domain>
            <DefaultUnitAI>UNITAI_SETTLER_SEA</DefaultUnitAI>

Whoa, one small thing and it did wonders! By HRE spawn Polynesians colonised 3 islands and New Zealand! Leoreth, why not make it part of the main code?
 
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I'll look into it.
 
I don't think the fact that Polynesia doesn't do a whole lot is the only, or even the main, reason why it's not in the game by default. Even if they spread throughout the Pacific, they're unlikely to have much of an impact on the rest of the world, and since they spawn so early they'll probably end up collapsing sometime in the Renaissance, leaving the Pacific riddled with a bunch of mostly useless Indy cities. They're cool to play as, but not very compelling as an opponent.
 
I don't think the fact that Polynesia doesn't do a whole lot is the only, or even the main, reason why it's not in the game by default. Even if they spread throughout the Pacific, they're unlikely to have much of an impact on the rest of the world, and since they spawn so early they'll probably end up collapsing sometime in the Renaissance, leaving the Pacific riddled with a bunch of mostly useless Indy cities. They're cool to play as, but not very compelling as an opponent.

Well, certainly Polynesians did not impact the rest of the world the way China or India did. And for European explorers they were not compelling opponents. So all is good. This mod is successful in depicting it. On the other hand it is not very cool to see Australian and Oceanian population represented by tribal villages only. I always enable them and Harappa when I play 3000 BC starts and it is so good that people can easily include and exclude optional civs. That way we don't have to argue with each other about the merits of our favorite minor civs. In my humble option Tibet deserves to be swapped with Polynesia it terms of being included/excluded by default, but why spend energy on this. Civ4 has taught me to pick my fights -- I have enough on my wish list already. My real wish is for Leoreth to somehow nerf inflation for 3000 BC start. It feels so unfair when the same civ is "taxed" at different rate in different starting scenarios.
 
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