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Author Topic: cap on neighbouring civs?  (Read 3041 times)

Nightflame

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cap on neighbouring civs?
« on: February 18, 2008, 04:46:00 pm »

everywhere on the world i've generated i can only get four civs.

ive modded trolls/ogres in as evil civilisations along with the standard gobbos, but i cant seem to get more than one of the evil races to show up on the neighours list of the embark screen.

anyone know if its just the limitation of the embark screen itself or a cap on active races?

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Deon

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Re: cap on neighbouring civs?
« Reply #1 on: February 18, 2008, 04:58:00 pm »

I saw 5-6 neighbours in the Zara's mod salad. Maybe it's due to them being too sparce?
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Nightflame

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Re: cap on neighbouring civs?
« Reply #2 on: February 18, 2008, 04:59:00 pm »

strong possibility
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Earthquake Damage

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Re: cap on neighbouring civs?
« Reply #3 on: February 18, 2008, 05:51:00 pm »

In my heavily modded game I have two playable races.  One gets five neighbors (own civ + standard + dwarves) but the dwarves still get four.  I think the _SETTLEMENTS tags play a role here.  I'm guessing each civ gets neighbors that fill certain roles.  The mountain neighbor role is filled by dwarves as they're the only friendly MOUNTAIN_SETTLEMENTS civ.  Dwarves don't get an extra mountain neighbor, though, because they're the only mountain civ and they already neighbor themselves by default.
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Hague

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Re: cap on neighbouring civs?
« Reply #4 on: February 18, 2008, 06:06:00 pm »

So, what happens if you don't give them a _SETTLEMENTS token at all?
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Deon

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Re: cap on neighbouring civs?
« Reply #5 on: February 18, 2008, 06:09:00 pm »

Wiki says its atrophied tag from previous versions, now it's not used at all.
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Untelligent

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Re: cap on neighbouring civs?
« Reply #6 on: February 18, 2008, 08:22:00 pm »

I don't know about friendly races, but I'm fairly sure you can only have one Evil entity at a time.
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Earthquake Damage

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Re: cap on neighbouring civs?
« Reply #7 on: February 19, 2008, 07:52:00 am »

quote:
Originally posted by Deon:
<STRONG>Wiki says its atrophied tag from previous versions, now it's not used at all.</STRONG>

Then I'm stumped.  One race consistently gets an extra neighbor, regardless of world seed, while the other does not.  It is a mystery.

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Kagus

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Re: cap on neighbouring civs?
« Reply #8 on: February 19, 2008, 08:15:00 am »

Is the other neighbour an evil race, or a "friendly" one?

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Re: cap on neighbouring civs?
« Reply #9 on: February 19, 2008, 10:37:00 am »

Friendly.  It's basically just an alternate human race with a different name.
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Kagus

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Re: cap on neighbouring civs?
« Reply #10 on: February 19, 2008, 10:43:00 am »

Hmm.  And you've tried going to one spot, looking at the nearby civs, and then switching groups so you're playing as the other civ?

Sounds confusing, I know.  I hope I made it clear enough to understand...

Sean Mirrsen

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Re: cap on neighbouring civs?
« Reply #11 on: February 19, 2008, 11:07:00 am »

Evil races get 3 neighbors - themselves, another evil race if present, and one neutral, usually humans. Neutral races usually get 4 - two neutrals, one evil, and themselves. Good races (like the kentauri from MAm) get five (at least) - all the available neutrals (humans, dwarves, elves), a random evil, and themselves.
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Wiles

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Re: cap on neighbouring civs?
« Reply #12 on: February 19, 2008, 11:12:00 am »

Can evil races trade with other evil races?

While you can have lots of neighbors, so far I've found you can only trade with 3 of them  :(

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Earthquake Damage

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Re: cap on neighbouring civs?
« Reply #13 on: February 19, 2008, 01:34:00 pm »

Interesting...  I added a second dwarf race (as with the extra humans, I had to add another creature to give them a different name).  I disabled CIV_CONTROLLABLE on standard dwarves, so I don't know how things look there, but the new dwarves have an extra neighbor and the extra humans have two extra neighbors.  I have no flippin' clue why.  Maybe it has something to do with me setting the new dwarves to trade in winter instead of autumn?
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Sean Mirrsen

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Re: cap on neighbouring civs?
« Reply #14 on: February 19, 2008, 05:06:00 pm »

You don't need a new creature to make a new entity with the same creature. It's the ID tags that matter, not references to IDs. Before I dropped the concept, my MA mod had town-dwelling elves and dwarves that used the same elf and dwarf creatures, just had different placement types.

So, for example, you can make [ENTITY:FORESTPLAIN] with [CREATURE:ELF], and [ENTITY:MOUNTAINPLAIN] with [CREATURE :DWARF], and copy the rest from the humans, and it should work. Well, apart from them occupying each other's towns, that is.

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Game One, Discontinued at World 3.
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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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