Kewlipo
Chieftain
- Joined
- Jun 27, 2015
- Messages
- 99
https://imgur.com/GNMMCED
Was building an army to conquer Rome, but apparently someone got there before me
Was building an army to conquer Rome, but apparently someone got there before me


I didn't think this thread was strictly AI... ah well.You might want to post that in the guide section for players instead of the "awesome AI accomplishment thread"?
I would if I could, but that savefile is lost to time.@Steb
that tamil game looks AWESOME. could you please post the savefile? i'd love to look at your empire and play a little with it![]()
Does Tonga normally get Old World migrants? I've never noticed that.
I've definitely played all the way to the industrial era before.Did you ever play Polynesia until 1820? My games as Polynesia usually end way before it can even occur.
Yes, I was surprised too.Does Tonga normally get Old World migrants? I've never noticed that.
lNewWorld = [rAustralia, rOceania, rCanada, rAlaska, rUnitedStates, rCaribbean, rMesoamerica, rBrazil, rArgentina, rPeru, rColombia]
...
# get available migration and immigration cities
lSourceCities = []
lTargetCities = []
for iPlayer in range(iNumPlayers):
if iPlayer in lCivBioNewWorld and not utils.isReborn(iPlayer): continue # no immigration to natives
pPlayer = gc.getPlayer(iPlayer)
lCities = []
bNewWorld = pPlayer.getCapitalCity().getRegionID() in lNewWorld
for city in utils.getCityList(iPlayer):
iFoodDifference = city.foodDifference(False)
iHappinessDifference = city.happyLevel() - city.unhappyLevel(0)
if city.getRegionID() in lNewWorld and bNewWorld:
if iFoodDifference <= 0 or iHappinessDifference <= 0: continue
iNorthAmericaBonus = 0
if city.getRegionID() in [rCanada, rUnitedStates]: iNorthAmericaBonus = 5
lCities.append((city, iHappinessDifference + iFoodDifference / 2 + city.getPopulation() / 2 + iNorthAmericaBonus))
elif city.getRegionID() not in lNewWorld and not bNewWorld:
iValue = 0
if iFoodDifference < 0:
iValue -= iFoodDifference / 2
if iHappinessDifference < 0:
iValue -= iHappinessDifference
if iValue > 0:
lCities.append((city, iValue))
if lCities:
lCities.sort(key=itemgetter(1), reverse=True)
if bNewWorld:
lTargetCities.append(lCities[0])
else:
lSourceCities.append(lCities[0])
...
Why not? Dealing with instability is pain (I can deal with overextension from Australia and Philippines, I can deal with useful but outdated Republic civic, but not both), but it is still unusual and interesting game.Did you ever play Polynesia until 1820? My games as Polynesia usually end way before it can even occur.
Wait so is it that Australia/Oceania is considered New World in the code or...?Yes, I was surprised too.
Looked through the code:
Consts.py:
Code:lNewWorld = [rAustralia, rOceania, rCanada, rAlaska, rUnitedStates, rCaribbean, rMesoamerica, rBrazil, rArgentina, rPeru, rColombia]
UniquePowers.py:
Code:... # get available migration and immigration cities lSourceCities = [] lTargetCities = [] for iPlayer in range(iNumPlayers): if iPlayer in lCivBioNewWorld and not utils.isReborn(iPlayer): continue # no immigration to natives pPlayer = gc.getPlayer(iPlayer) lCities = [] bNewWorld = pPlayer.getCapitalCity().getRegionID() in lNewWorld for city in utils.getCityList(iPlayer): iFoodDifference = city.foodDifference(False) iHappinessDifference = city.happyLevel() - city.unhappyLevel(0) if city.getRegionID() in lNewWorld and bNewWorld: if iFoodDifference <= 0 or iHappinessDifference <= 0: continue iNorthAmericaBonus = 0 if city.getRegionID() in [rCanada, rUnitedStates]: iNorthAmericaBonus = 5 lCities.append((city, iHappinessDifference + iFoodDifference / 2 + city.getPopulation() / 2 + iNorthAmericaBonus)) elif city.getRegionID() not in lNewWorld and not bNewWorld: iValue = 0 if iFoodDifference < 0: iValue -= iFoodDifference / 2 if iHappinessDifference < 0: iValue -= iHappinessDifference if iValue > 0: lCities.append((city, iValue)) if lCities: lCities.sort(key=itemgetter(1), reverse=True) if bNewWorld: lTargetCities.append(lCities[0]) else: lSourceCities.append(lCities[0]) ...
In ordinary game there are no civs that have capital in Australia/Oceania, so immigration mechanic affect only America, Canada and, to a lesser degree (due to modifier for NA civs), Mexico, Argentina, Peru, Colombia and Brazil.
But if you are playing as Polynesia, still playing after 1772 year, and acquired enough happiness to overcome USA +5 modifier, you can get immigration moments too.
Why not? Dealing with instability is pain (I can deal with overextension from Australia and Philippines, I can deal with useful but outdated Republic civic, but not both), but it is still unusual and interesting game.
(Though, it is hard not to win URV)
Okay, that is officially awesome.