bluepotato
Prince
- Joined
- Dec 11, 2018
- Messages
- 325
Most of these modifiers were removed in 1.6 along with old RFC constants. I also added some civic compatibility stability stuff in 1.8, though the system is a bit lacking.That's good. I don't think the stability system has been touched since the original conversion of the Rhys R&F World mod into RFCGW. When I looked at the code, a lot of stability modifiers such as tech and civics were no longer relevant.
Well since I don't really like the DoC expansion stability system, mine has not much to do with it (except for counting core population). Not saying I can come up with something better, just that it'll be different.Agreed. Just make sure it is less harsh than the DOC system, where you can collapse even if you are staying resolutely historical in conquests (I still rue my collapse in my Roman game)
Also, I haven't mentioned this yet, but since I'm rewriting almost every core mechanic in 2.0, I plan to release some beta versions of it first (as soon as all current RFGW features are implemented in some form). It surely won't be as balanced as the current version, so any feedback on the new stability system (or really anything else) will be invaluable.
Any help is appreciated, but first I'd like to finish at least the basis of the rewrite. Much of Victory.py will have to be changed for it to work with 2.0 (the biggest change being that all civ IDs will need to be changed to civ type names since player slots can - and will - be reassigned), so the less UHVs I'll have to convert, the easier it'll be for me.By the way @bluepotato , let me know if you want any help adding any more UHVs into the game. Autumn Leafs UHV guides have got me enthused to get UHVs for all the civs done.
Ugh, that's actually a bug. Converting cities to a religion can trigger a holy city relocation if any city with believers of the religion has a higher culture than the current Holy City (or if there is no Holy City); this represents that cultural centers of religions in this mod did change quite a few times. What I only realized after creating this feature is that new civs spawning with new religions will often move their Holy City to some random city they flipped, since their capital barely has any culture. I then wanted to make it so that Holy Cities aren't relocated if they're currently a player's capital, but looks like I forgot about that in the endwe mustn't specify the city's location since if we spread Judaism to more than one city before converting, the Holy City may not be Jerusalem; in my first game, it's Tyre

The UHV suggestions are great, btw.