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Constitutional Monarchy

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  • #16
    Well, I think I found the conquest distress heal problem. I searched the const.txt for "heal", and found these lines:
    CITY_HEAL_RATE 1.0
    NORMAL_HEAL_RATE 0.1

    These lines were in with some other settings regarding conquering cities, so I am sure they refer to conquest distress, which had always seemed to me to heal at 1 per turn, instead of using the settings in the govern.txt (0.2).
    I don't know what the normal heal rate refers to.

    I have changed the first setting to 0.15, which is about what seems right to me. Now, holding on to conquered populations will be much harder.

    I also propose changing Ectopia's production_coef from 1 (nothing) to 1.25, and gold_coef from 1.125 to 1.25.

    [This message has been edited by WesW (edited July 12, 2000).]

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    • #17
      That 'heal' rating is used to determine how quickly units heal inside cities or outside cities, in hit points, I believe

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      • #18
        Yeah, Limey, someone in the intro thread enlightened me as to that as well. Oh, well.

        I have implemented the Con Mon govt into the game, adjusted Ectopia, and made some adjustments to the set govern fli.

        I am going to merge these topics into the intro thread, so check in there for more info.

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        • #19
          Well - if I hadn't read the other posts about conquest_distress, I would read the values this way (values in this post are from govern.txt, default without any mods - right out the box:

          If your government was republic (city_state), your "starting value" for conquest_distress are 0.

          When you take a city from a monarchy, the city will have a POSITIVE happiness factor of 3 (conquest_distress = -3).

          If you take a city from a democracy, the city will have a NEGATIVE happiness factor of 3 (conquest_distress =3).

          Similar, if your govenment a tyranny (conquest_distress = -4) and you take a monarchy city, the total conquest_distress will be NEGATIVE -1 (-4 - (-3)=-1).

          I have actually not tested this - I in the middle of a very interesting game - but this is my 2cents
          First they ignore you. Then they laugh at you. Then they fight you. Then you win.

          Gandhi

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          • #20
            quote:

            Originally posted by TheBirdMan on 07-10-2000 08:11 AM
            Think we should have "lines" to follow through the ages, mening that the cleric follows a religious line, the aggresive and a slaver a milmany line. Scimany for an expansive line and so on.


            I seem to remember that this was one of the 'features' promised before the game came out - that the choices you made early had a significant effect on how your civilisation turned out later....

            Dan



            ------------------
            Just a thought......
            Just a thought......

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            • #21
              Maybe a bit late here but one government missing is the Feudual system. The advance Feudualism has been in at least one previous CIV game but never has a government type been introduced while it would be similar in some ways to Monarchy it would have differences and of course the special unit could be some type of knight.

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              • #22
                Maybe a bit late here but one government missing is the Feudual system. The advance Feudualism has been in at least one previous CIV game but never has a government type been introduced while it would be similar in some ways to Monarchy it would have differences and of course the special unit could be some type of knight.

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                • #23
                  Being Australian, and therefore living under a CM, perhaps one of the advantages would be having no period of anarchy if changed from a Monarchy. They of course had some trouble in England at the time, but the transition in places like Australia and New Zealand were entirely smooth. To become a Republic from a Monarchy should come with anarchy, but perhaps not from a Constitutional Monarchy, as we have been seriously discussing this issue for some years, with no anarchy in sight

                  Perhaps the period of anarchy could be eliminated for changing between governments of natural progression??

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                  • #24
                    Hmm... reading some of the older comments....

                    In some of the Niven & Pournelle books, there's discussion of future societies which use "Industrial Feudalism" as their government form. The way it works is pretty similar to Corporate Republic -- a single person or corporation controls a small physical jurisdiction (in some of the books, this is a huge skyscraper). Within this jurisdiction, they'll typically have their own private security/police, and set up rules of conduct. People who don't like the rules are free to emigrate ("quit"?) and live/work for another person/company.

                    I'm not enough of a historian to appreciate exactly how a Feudal system differs from a Monarchy; or to fully appreciate how Industrial Feudalism differs from Corporate Republic (I'm guessing it's primarily a matter of scope; IF = small, CR = large). But maybe this will give someone some good ideas.

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                    • #25
                      I enjoyed your adding Con M to med 4.1, but I think it was a little too redundant. Its basically the same thing as republic. In your next upgrade to med, I would appreciate it you make it a little more different and/or give it a special unit.
                      "It is ridiculous claiming that video games influence children. For instance, if Pac-Man affected kids born in the 80's we should by now have a bunch of teenagers who run around in darkened rooms and eat pills while listening to monotonous electronic music."

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