Now that 2.0 is released, what's next on your to do list?
Merging with Advanced Civ, or some other stuff first?
How do you know the settler value of a plot?Sort of. Every civilization has core provinces where population is counted as a bonus to expansion stability. Population in neighboring provinces of these isn't counted as much as population in other provinces, but still counts as a negative, and owned plots with a settler value lower than 90 are also counted as a negative.
So if you want to conquer lots of territory then it's important to have a high core population and not conquer too much land with low settler values.
That's strange. Are you sure it wasn't something like "city state of %s1"? Do you still have a save file?When capturing Babylon from Ashurbanipal (Hammy was still alive, in Larsa) I was prompted to return it to "%s1"; looks like an orphaned tag that should have been replaced by "Larsa".
Yeah, there's no option at all. I kinda dislike the RFC defection mechanism and wanted to avoid adding it, but since I still haven't found a better alternative and having no choice is even more frustrating, it'd make sense to re-add it.When Cyrus spawned and flipped Hasanlu, I was not given the option to refuse the flip.
Agreed, do you have any concrete suggestions?The 900 BC starting map is quite sparse; if I had played through from 4400 BC there would be cities all over. Needs more initial Indy cities in plausible locations.
Whoops, my bad. Should be fixed now.What did we learn today? Apparently independents can win a score victory, that's what. How could my master plan of "collapse everyone" have possibly failed?!
Agreed, do you have any concrete suggestions?
[ETA: Could be specific to conditions on Turn 1.]
def onTechAcquired(self, iTech, iPlayer): if not self.allowEvent(): #checks if script data is loaded at all, probably redundant return iGameTurn = gc.getGame().getGameTurn() #the lines in question: if iGameTurn == gc.getGame().getStartTurn(): return
Not sure if this is the right place to ask this, but were goody huts removed? I haven't played any of the versions other than the most recent, but they appear to be absent.
That's most likely the case, given that there's this code in Victory.py:
LMK if this problem also occurs on later turns, that'd definitely be unintentional.
It is the right place, and no they weren't removed... on purpose. I just managed to mess up the goody hut spawning code. Fixed on the development version, I'll update the zip file later today.
I kinda liked their absence. If there are goody huts, I will hunt them; if there aren't, I'll do without them. I suspect they help the AI more than the human player anyway, since on Monarch and above the AI plays at a lower level of difficulty.
I'll admit it's a bit broken that Egypt can do that, IIRC previously Sumeria always took the GS if Egypt went for Mysticism.