Suggestions and Requests

I wonder who is considered to ba a non-African civ for the 3rd Ethiopian UHV. Arabs? Moors with Cordoba?
Perhaps this table:

Python:
dCivGroups = {
iCivGroupEurope : [iGreece, iRome, iCelts, iByzantium, iFrance, iNorse, iSpain, iEngland, iHolyRome, iRus, iItaly, iPoland, iPortugal, iSweden, iRussia, iNetherlands, iGermany],
iCivGroupEastAsia : [iChina, iJapan, iKorea, iTibet, iVietnam, iMongols, iRussia, iTurks],
iCivGroupSouthAsia : [iIndia, iHarappa, iPolynesia, iDravidia, iKushans, iKhmer, iMalays, iJava, iBurma, iVietnam, iMughals, iThailand],
iCivGroupMiddleEast : [iEgypt, iBabylonia, iAssyria, iHittites, iPersia, iKushans, iByzantium, iArabia, iMoors, iSwahili, iOttomans, iCarthage, iTurks, iIran],
iCivGroupAfrica : [iEgypt, iNubia, iCarthage, iEthiopia, iMali, iMoors, iSwahili, iCongo],
iCivGroupAmerica : [iMaya, iToltecs, iInca, iAztecs, iAmerica, iArgentina, iMexico, iColombia, iBrazil, iCanada],
}
 
That's right. You could liberate Africa from the Arabs, I think that would still be thematically fitting, even if the intent of the goal is to refer to European colonizers.
 
Perhaps this should be reconsidered? From CvUnitAI.cpp:

// Leoreth: use for rebuilding if no settlement targets
if (GET_PLAYER(getOwnerINLINE()).AI_getNumCitySites() == 0)
{
if (AI_rebuildMove(2 * GET_PLAYER(getOwnerINLINE()).getProductionNeeded(getUnitType())))
{
return;
}
}

int iAreaBestFoundValue = 0;
int iOtherBestFoundValue = 0;

for (int iI = 0; iI < GET_PLAYER(getOwnerINLINE()).AI_getNumCitySites(); iI++)
{
CvPlot* pCitySitePlot = GET_PLAYER(getOwnerINLINE()).AI_getCitySite(iI);

Specifically, Colonial Civs will pretty much always have active settlement targets starting with their earliest discoveries. In some cases (England!), Core city infrastructure is left underdeveloped, and in all cases conquered cities will have to rebuild themselves. I figure giving the AI a tool any human player would know to take advantage of would serve the challenge factor well. So perhaps something like setting a threshold of some kind, implementing a relationship with Settler value, or giving Core city Rebuilds priority over new settlement?
 
Seeing that some CIVs' advanced points have recently been modified, I'd like to suggest a change.

Now that we have the new BigMap, advanced points sometimes seem scarce to me because I usually only end up improvising a few tiles (I almost never manage to build a building with these points). So, I'd like to propose that if an improvment were performed on a resource tile, the advanced point cost would be slightly lower. For example:

A mine costs 45 advanced points - if it's on a resource tile (gold, iron, etc.), it would only cost 30 (or some other value that balances).

This would allow for a bit more use of advanced points, and players would focus more on resource improvments (which I believe is more expected behavior).

Another point is if cottage, hamlet, and village improvments could be applied with advanced points. Then the cost would be a bit higher (so as not to become an exploit), but if the AI had worked the tile with a cottage for 10 turns, it would reduce the cost of placing the next level of this improvment line by 5 advanced points on that tile.

I suggest this because the AI likes to place several cottages on the map, which I then end up having to exchange for another improvment on certain tiles (especially hills). So if I could continue the work they started, that would be good because at least I would get a discount.

And I think it would be nice to have the first three levels of the cottage improvment line to apply with advanced points. It would serve as a way to "buy" turns with these newer CIVs from the new world (USA, Brazil, Canada...).

I think that if either of these two measures were implemented, it would further improve this very useful feature.
 
Missionaries can already enter independent cities. I was able to spread Zoroastrianism to the Silk Road cities as Persia after they spawned.
 
I wrote a long post in the bug reports thread to explain the principle behind this. But that probably isn't actionable as a playtester.

My most important request is that if you observe a situation you'd like to report, identify the cause of the situation and give me the save right before the cause.

For example: if you observe the AI having too many ships, the cause would be the AI building ships despite already having sufficient ships. And the right save to submit would be to upload a save from the turn before the AI makes the decision to build another ship. Likewise if you observe land unit barbarian spawns on water tiles, sending me a save of that situation is not that helpful because all it does is show me that it does happen. The cause has already occurred. A save from the previous turn allows me to observe the cause by ending the turn.

In the end I always need to be able to trigger the code that causes the problem, so if the problem is already in the save the code has already been triggered. Triggering the code allows me to a) find the code that is the problem in the first place and b) after making the change to see that the problem has gone away.
 
It should only affect the AI, so I don't think it's needed.
 

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