(Edited because of mistake in my previous post about econ values)
The 1000 factor was wrong. I was too tired when I worked that out
. I had forgotten a multiplier somewhere and I corrected the code that lets ai see other civs, now it works fine in Jericho. Jericho is way more fun now, though exploration is still lacking.
I'd still like to have a richness value of a square independant of population for strategic purposes, but that's not as urgent.
On a different topic, I checked the way CtP2 does exploration. They tag one square every 5 rows and 5 columns and make these the target squares. I could probably use something similar for exploration, though handling earth/sea transitions is a problem. I'd also probably pick 4 instead of 5 because units in clash see only at 1 square distance while explorers in CtP2 tend to see 2 squares.
The 1000 factor was wrong. I was too tired when I worked that out
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I'd still like to have a richness value of a square independant of population for strategic purposes, but that's not as urgent.
On a different topic, I checked the way CtP2 does exploration. They tag one square every 5 rows and 5 columns and make these the target squares. I could probably use something similar for exploration, though handling earth/sea transitions is a problem. I'd also probably pick 4 instead of 5 because units in clash see only at 1 square distance while explorers in CtP2 tend to see 2 squares.
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