Suggestions and Requests

What's the general opinion on this currently?
Tried a testgame, there were less Protestants than Catholics, and it didn't spread to that much cities in neutral/catholic civs, which is the preferred outcome.
On the other hand, I felt it spread to cities in a little too big ratio in converted civs.
I also think the situation is as it should be.
 
no, I only play 500...
Strange thing, I run two starts for Burgundy, and in both cases when Marseille flipped, the salt tile was unimproved. Well, anyway, I'll get a screenshot next time.
Yeah, I ran later starts. Austria, Lithuania, Ottomans and Prussia IIRC.
It might be unimproved that early. Never saw a mine though, and that should never be the case.
 
Why not? If the AI doesn't have Architecture it can't build quarries.
Good point, didn't think of that. Maybe that was the case!
In my posts I was talking about AI decisions, so situations where it can build the quarry.
 
Hm, actually, on a further note, why is salt improved with a quarry at all? There are quite a few historical places for winning salt in Europe, and afaik, most of them are literally called mines... The one I have visited in Austria (not far from Salzburg) is definitely a mine (underground and all that jazz). Wieliczka is also a mine; I remember tourist office in Krakow offering a tour to this "mine" too. Is there maybe any gameplay reason to have salt quarries?
 
Hm, actually, on a further note, why is salt improved with a quarry at all? There are quite a few historical places for winning salt in Europe, and afaik, most of them are literally called mines... The one I have visited in Austria (not far from Salzburg) is definitely a mine (underground and all that jazz). Wieliczka is also a mine; I remember tourist office in Krakow offering a tour to this "mine" too. Is there maybe any gameplay reason to have salt quarries?
Not really a gameplay reason, but flavour. There are many resources improved with a mine, but few with a quarry.
I guess the methods for mining salt blocks are considered close to the techniques with stone and marble. Maybe?
 
Not really a gameplay reason, but flavour. There are many resources improved with a mine, but few with a quarry.
I guess the methods for mining salt blocks are considered close to the techniques with stone and marble. Maybe?
Well, if that's the case, let's keep it like that, I do not mind salt quarries per se.

The methods are probably determined by how soft the material is; for marble and, say, lilmestone, it might be possible to cut entire blocks and transport them to the surface, whereas for iron, for example, not only one has to get it from ore, but also cutting ore is not very easy, so crushing it might work better. However, I believe the difference between a quarry and a mine has rather to do with the overall structure of the improvement: mines are mostly underground tunnels whereas quarries are more like open pits in the shape of more or less an upside down pyramid. In that regard, it can be argued that at least nowadays, gems are won in quarries.
 
From geological point of view, there are two types of salt excavation, depends on how they become. One can be mined, the other can be quarried. So the choise is up to us.
 
So, you've mentioned that you want to rework some of the timeline. Perhaps, while doing that, you could divorce the game from turns, like RFC Epic/Marathon and DoC? Use years to determine events, instead of turns, and have the option to choose game speed.

As well, I saw the idea of moving the timeline back a bit mentioned. One of the problems with that is that, once a civ's been in an area, it's hard to undo that. Germanic civs would build cities, and then Western Europe would be overdeveloped for the Medieval era even if their predecessors all collapsed. So, what if improvements outside of cultural borders (so, after the civ collapses and its cities are razed) disappeared after a while?

iPlot.setImprovementType(-1), and then putting a forest in if the improvement was next to a forest (so, forested regions are reforested, while grasslands stay grasslands) could allow lands to regenerate before new civs arose. A greek civ (or many greek civs, as with the many germanies suggestion) could settle cities across the Mediterranean. Upon their collapse, most of those cities could be razed. After a while, the land would return to a pristine condition.
 
So, you've mentioned that you want to rework some of the timeline. Perhaps, while doing that, you could divorce the game from turns, like RFC Epic/Marathon and DoC? Use years to determine events, instead of turns, and have the option to choose game speed.
I don't think multiple speed levels can be properly balanced in a RFC-type mod.
A little more on this in these posts:
https://forums.civfanatics.com/threads/turn-timeline-changes.614941/page-2#post-14745264
https://forums.civfanatics.com/threads/turn-timeline-changes.614941/page-3#post-14748770
As well, I saw the idea of moving the timeline back a bit mentioned. One of the problems with that is that, once a civ's been in an area, it's hard to undo that. Germanic civs would build cities, and then Western Europe would be overdeveloped for the Medieval era even if their predecessors all collapsed. So, what if improvements outside of cultural borders (so, after the civ collapses and its cities are razed) disappeared after a while?

iPlot.setImprovementType(-1), and then putting a forest in if the improvement was next to a forest (so, forested regions are reforested, while grasslands stay grasslands) could allow lands to regenerate before new civs arose. A greek civ (or many greek civs, as with the many germanies suggestion) could settle cities across the Mediterranean. Upon their collapse, most of those cities could be razed. After a while, the land would return to a pristine condition.
Actually I have no intentions to move the start date before 500AD.
If you meant the suggestion for other cases as well:
I'm not sure if it would make a huge impact. Improvements usually remain in the borders of independent civs.
Also we have preset villages/towns on the map in some places, representing a couple of the bigger urban centers.
Those should be spared.
 
What's the general opinion on this currently?
Tried a testgame, there were less Protestants than Catholics, and it didn't spread to that much cities in neutral/catholic civs, which is the preferred outcome.
On the other hand, I felt it spread to cities in a little too big ratio in converted civs.

Not sure what changes you've made, but there still seems to be a lot of civs going Protestant. Not so many at first, but then they seem to gradually keep switching as it spreads. In my current Sweden game:

upload_2018-3-4_21-14-13.png


I'm going to struggle to find enough cities to raze for UHV2 with that board! Denmark was also Protestant before I stamped them out a couple of turns ago - was hoping they would stay Catholic. Not only do civs switch to Protestantism, but they also ruthlessly prosecute Catholicism from their cities, so UHV 2 becomes really difficult for Sweden.

It doesn't seem like there is a problem with the Reformation itself, but rather the shift happens over the next few turns. As Protestantism spreads over the ten or fifteen turns following its founding, civs progressively switch religion, even when they have mostly Catholic cities. Hungary converted in this game with eight cities, all Catholic and only five with Protestantism. Poland had seven cities, all Catholic, and only four with Protestantism. Neither switched in the first few turns, but did so later.

Might be worth looking at that aspect of the Reformation code?
 
svn 1275, as Germany. note, i was huge, and ahead of anybody. But i think its also important to attach the F7 screen too.
 

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Might be worth looking at that aspect of the Reformation code?
Yeah, thanks! But then it's connected to the ordinary religion-switching code, not to the special Protestantism/Reformation mechanics.
svn 1275, as Germany. note, i was huge, and ahead of anybody. But i think its also important to attach the F7 screen too.
Just to be sure: you posted this as an example for too many protestant nations?
Or maybe for too many cities converting on Reformation?
 
I think there should be a trans-saharan slave route in many of the pre-built african cities. This should produce money and introduce slaves earlier to Europe, giving advantages to Arabia and Morroco, while making African cities more desirable. These should obsolete after the actual colonies are built.
 
Yeah, thanks! But then it's connected to the ordinary religion-switching code, not to the special Protestantism/Reformation mechanics.

If it's possible, maybe suspend the ordinary religion switching code for 15-20 turns after the reformation? That way you give civs a chance to solidify their choice - Catholic nations will persecute some Protestantism and thus remain Catholic rather than going Protestant a few turns later.
 
You really need to add new textures for the grassland tiles, the vanilla ones look pretty bad.
I don't think they are that bad. They are from vanilla RFC after all, as far as I know.
Having said that, some graphic updates for tiles might be nice. Some of the newer addons do not blend perfectly with the original ones.
 
Germany seems a bit funny in this mod tbh- and Prussia almost always ends up with a Polish empire instead. I think adding a few more German minor civs- unplayable maybe and a system where those Christian civs in the HRE (so no ottomans) can vote for a holy Roman Emperor. This could be a modification of vanilla election system. The HRE will start of very powerful- all other civs vassals maybe? And gradually lose decision making power. Prussia should 'inherit' Brandenburg around 1600 if they dont possess it already.

As for civil wars these are also a bit messed up. (all cities but capital seem to secede). It would make more sense if about half of the cities form a new temp civ. One leader must agree to give up for the other to gain the whole crown. The other will then disappear into the first. Otherwise they may personally secede.
 
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