I've uploaded Demo 8.1 , which includes several changes from D8.0, as detailed in the previous threads and summed up here:
AI:
-Modifications to ai siege and reinforcement code.
-AI for naval units
-AI for exploration
-AI to compute the distance for take capital plans
-AI to split taskforces when they are too strong for their target
-AI knows to attack province capitals
-some start on an over all military AI
Military
-refined city wall availability, cost and effect
-supply level affects movement rate
-icons to show where battles happen(ed).
-Add some wall vision capability
-unit movement possible by numpad
Technology
-more combat activities: Ground Combat, Naval Combat, Siege Combat...
-changed messages when technology levels improves, including new messages when new units become available.
Diplomacy
Possibility to declare war and peace, money. Ai may declare war although it's not very bright yet.
Government and social models
Enhanced social model code. Gave all government social policies meaning in terms of economic productivity, technological development rate, military effectiveness, etc:
-Civil rights - increase research efficiency: (1+cr)/2 and lower military units morale
-Private Property - increases economic efficiency if high, when low, money goes to the state.
-Social Policy reduces the revenue of the ruler
-Province Autonomy - reduce the revenue from the taxes from that province and decreases some risks of riots.
-Ethnic and Religious discrimination - lowers the number of RPs generated by the discriminated group, in addition to changing the other policies due to influence of less discriminated groups
-Slavery: Slave social classes are created and provide a production bonus.
Riots model:
Riots computed per province instead of per square.
Various types of riots, including rebels who will change policies if they take control of a capital and then disappear, rebels joining another civ, armies revolting in order to promote their favorite regime...
Changed a few equations from the model described by roquijad for better playability.
Graphics
-show provincial and civ capitals on map
So what's next?
Well, there's just one thing I want to do next, and that's save/restore. Since I haven't heard from Gary for a long time, I will start that task on my own. When it's complete, it should allow to work on the tech tree (I think a deeper tech tree is useless if you can't sace your games). Then we'll probably need some graphic updates and real random maps with other civs behaving properly.
AI:
-Modifications to ai siege and reinforcement code.
-AI for naval units
-AI for exploration
-AI to compute the distance for take capital plans
-AI to split taskforces when they are too strong for their target
-AI knows to attack province capitals
-some start on an over all military AI
Military
-refined city wall availability, cost and effect
-supply level affects movement rate
-icons to show where battles happen(ed).
-Add some wall vision capability
-unit movement possible by numpad
Technology
-more combat activities: Ground Combat, Naval Combat, Siege Combat...
-changed messages when technology levels improves, including new messages when new units become available.
Diplomacy
Possibility to declare war and peace, money. Ai may declare war although it's not very bright yet.
Government and social models
Enhanced social model code. Gave all government social policies meaning in terms of economic productivity, technological development rate, military effectiveness, etc:
-Civil rights - increase research efficiency: (1+cr)/2 and lower military units morale
-Private Property - increases economic efficiency if high, when low, money goes to the state.
-Social Policy reduces the revenue of the ruler
-Province Autonomy - reduce the revenue from the taxes from that province and decreases some risks of riots.
-Ethnic and Religious discrimination - lowers the number of RPs generated by the discriminated group, in addition to changing the other policies due to influence of less discriminated groups
-Slavery: Slave social classes are created and provide a production bonus.
Riots model:
Riots computed per province instead of per square.
Various types of riots, including rebels who will change policies if they take control of a capital and then disappear, rebels joining another civ, armies revolting in order to promote their favorite regime...
Changed a few equations from the model described by roquijad for better playability.
Graphics
-show provincial and civ capitals on map
So what's next?
Well, there's just one thing I want to do next, and that's save/restore. Since I haven't heard from Gary for a long time, I will start that task on my own. When it's complete, it should allow to work on the tech tree (I think a deeper tech tree is useless if you can't sace your games). Then we'll probably need some graphic updates and real random maps with other civs behaving properly.
Comment