Tripped's minor bugfixes

When does it become a non factor in your play and what causes it to be elevated to the point it is no longer a concern? I need details for data collection versus broad statements.

JosEPh
Once I can get the Civic Metals I have no problems with money. Game - Snail, Huge, Noble. It is a very sudden change before changing to the civic, which I do as soon as I can, I have money problems afterwards no more problems. I do start to have some minor problems just before Currency but that is probably due to the 100s of subdued animals I have sitting around waiting for new cities.
 
Noted, as I remember you saying this before. So the Civics Metals probably needs a reduction on it's change to money/gold flow from it's previous Civic in that category.

JosEPh
 
Not sure I agree. Shifting to metals from no currency should be a fairly significant change. You're going from effectively a purely barter system to one in which an intermediate, more portable medium of exchange is recognized, allowing longer-range economic interactions and the beginning of actual commerce. My own experience is that while Metals doesn't come close to solving money problems, it does make a pretty big difference. That's at a much higher difficulty level, mind. That is, I don't think the civic is the right place to change to adjust the cashflow balance here.
 
My experience is going broke, end turn, get the tech for Metals, change to Metals, no longer going broke end next turn. It is that straight forward. At that point in the game there are no other civic changes for many many turns.
 
Caste system is another big civic change around the same time, IIRC. As noted though, around that time I'm usually running far in the red if I maintain 100% :science: due to a combination of subdued animal costs and maintenance costs from a fairly distant conquered city. At lower difficulty or if I raze instead of keep the cities I take, Metals alone is enough to mostly resolve the deficit.
 
Perhaps the prerequisite for the Metals civic should be changed to Metal Casting (you don't coin the ore, but the raw metal). That would not only push the civic to a later date, you would also have to take the first two hits for the Stone Tools Workshop (Copper Mining, Metal Casting) to gain that civic.
 
Perhaps the prerequisite for the Metals civic should be changed to Metal Casting (you don't coin the ore, but the raw metal). That would not only push the civic to a later date, you would also have to take the first two hits for the Stone Tools Workshop (Copper Mining, Metal Casting) to gain that civic.
That would mean the death of my nation for sure.
 
I've always viewed the Metals civic as being the use of minimally processed lump metal, for example native silver, copper, or gold, as a medium of exchange by weight, whereas the later Coinage being the centralized, standardized minting of more-or-less uniform coins. Just as rough examples, the first Currency civic, No Currency, would be farmer A exchanging X bushels of wheat to farmer B for Y pigs. Metals would be farmer A selling X bushels of wheat to trader B for Y weight of silver, which can be used to purchase other goods. Coinage would be the same transaction but using coins widely accepted and trusted as having a certain value.
 
Is it strange I do not use slavery at all, as I consider the damage the slaves do to the potential growth of my cities is too much? Unlike some, I do not like having 15 townsguardsmen, healers, etc. sitting in my cities as the buildings protecting my city from crime and disease are typically no where near enough to deal with the tons of slaves the city AI likes to force.

Is there something wrong with Barter, btw? I often view the loss of inflation to be a better choice than the inflation given by metals.
 
Noted, as I remember you saying this before. So the Civics Metals probably needs a reduction on it's change to money/gold flow from it's previous Civic in that category.

JosEPh
I just remembered I am still using CivPlayer8's simple civics so my experience is probably not useful for the core game.
 
@Tripped: I haven't forgotten to get your SVN setup completed. I've just got a lot on my plate at the moment in RL and I've had fractions of time to work with here. I'll have you setup by the end of the weekend if possible.
 
Historically buildings that could be built were not because it would take work away from slaves which would lead to revolts. All the grain mills and a number of production buildings come under that but I will be making a list. So far I have only done increased unhappiness from tech advancements and it is all done on the Slavery active building, no need for more buildings so far.

Perhaps this is what you intended in the first place, but:

If slavery world view is active (city has the slavery civic building), prevent the construction of various "tech-ish" buildings? For example, the donkey/water/oxen/wind mills. This idea could apply to a great variety of buildings, so you'd end up with a slavery-civ being a fairly strong production base but technologically limited in terms of the buildings available.

That said, going through all the buildings and deciding what may or may not hypothetically exist in a civ built on slavery would be quite a project.

A possible alternative, thinking in terms of commerce penalties: is it possible to add autobuildings based on a count of settled specialists vs city population? I don't imagine so because I can't think of any examples that might exist, but perhaps it could be worked in? The crime and disease penalties from slaves already kind of do this but those attributes are easily managed. I was thinking instead that if the slave population in the city exceeds either an arbitrary count (i.e. at 5 slaves, 10 slaves, etc) or in comparison to the actual city pop (i.e. 1 or 1.5 slaves per city pop), add autobuildings with not-insignificant negative effects.

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Noted, as I remember you saying this before. So the Civics Metals probably needs a reduction on it's change to money/gold flow from it's previous Civic in that category.

JosEPh

I tend to notice a big change in adopting City States as well, depending on how much I may have over-expanded prior to adopting it. This is on immortal difficulty, usually epic or normal speed.
 
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Perhaps this is what you intended in the first place, but:

If slavery world view is active (city has the slavery civic building), prevent the construction of various "tech-ish" buildings? For example, the donkey/water/oxen/wind mills. This idea could apply to a great variety of buildings, so you'd end up with a slavery-civ being a fairly strong production base but technologically limited in terms of the buildings available.

That said, going through all the buildings and deciding what may or may not hypothetically exist in a civ built on slavery would be quite a project.

A possible alternative, thinking in terms of commerce penalties: is it possible to add autobuildings based on a count of settled specialists vs city population? I don't imagine so because I can't think of any examples that might exist, but perhaps it could be worked in? The crime and disease penalties from slaves already kind of do this but those attributes are easily managed. I was thinking instead that if the slave population in the city exceeds either an arbitrary count (i.e. at 5 slaves, 10 slaves, etc) or in comparison to the actual city pop (i.e. 1 or 1.5 slaves per city pop), add autobuildings with not-insignificant negative effects.

I tend to notice a big change in adopting City States as well, depending on how much I may have over-expanded prior to adopting it. This is on immortal difficulty, usually epic or normal speed.

I think the historical example I was looking for was Roman era Toledo in Spain. They had a shortage of slaves so built mills to grind the grain for the bread that was given free to the populace. Once they got enough slaves the mills were closed down and abandoned.

Currently I am allowing up to 10 general slaves per population in a city. You can have 1 of each specialist slave for each 2 generalist slave.

At the moment there is no XML way of having auto buildings based on any of the specialists. It could be done in Python and would require a check of every city at the beginning of a turn.
 
In my current game I have a new volcano, appeared 5 turns ago where none was before, since then it has been erupting every other turn but is going dormant the same turn or at least the graphic is. ie at the start of the turn it erupts and gets the graphic with the lava flowing but during the turn it then changes to the dormant volcano.

I have pepper2000's space mod and Civplayer8's simple civics mod running.
 

Attachments

Huh. I'll take a look when I get home. Do you recall what the terrain/bonus on the tile was before the volcano showed up? I don't think I made any changes to how existing volcanoes function, except for the eruption effects.
 
Probably the result of multiple volcano events triggering on the same plot and turn, then, so it's erupting then going dormant on the same turn due to both events firing.
 
@Tripped: Is there a way to make these volcano events a lot less manic? Maybe limit the amount of rounds between events allowed on a given tile? Also, volcanos emerge ON existing obsidian is a little odd to me. I get that there was historical volcanic activity there but you'd think it would generally mean it's already run its course. Doesn't make sense to me that you can have a volcano show up under obsidian, blow up and burn out and leave the plot without a peak OR obsidian either one. Stuff like that won't be so frustrating once we have nomadic starts but for now it's an irritant. I don't blame you for all of that as I know you've just been trying to tinker with and repair but we've gotta figure something out that doesn't push players out. Or make an option for volcanoes.
 
Some of my thoughts on the subject:
Extinct volcanoes should be a graphically visible feature. ( I plan to redo active/dormant volcano graphics one day and might as well make graphics for an extinct one as well.)
Events that happens on a tile in the fog of war should not give a pop-up message. (I believe this would require some dll event code changes.)
All events should have their relative probability to occur tweaked a lot. (large XML number project.)
 
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