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  • Topics

  • Posts

    • A little shuffling: I really don't like this one as a ranged Aura, since centralisation is quite global and fixed (that’s the point of it), so I changed its name and made it a tech. I also thought Sanctuary as a ranged Aura, alongside an alternative bonus inspired on the Maritime Silk Route tech (if this one is not wanted): Sanctuary: increased resistance for non-military units under Hero's aura (taking a longer quote now: “many skilled Roman silk workers immigrated to the Sasanian empire to find work after Justinian I’s tariffs and price fixing practically killed the industry in the Roman empire, and took with them, no doubt, motifs and imagery as well as technical expertise. Similarly, after Justinian effectively closed the Athenian Academy in 529, prohibiting the teaching of law and philosophy there and pagans from teaching anywhere, six prominent philosophers led by Damascius traveled to Ctesiphon to seek refuge at the court of Kosrow I. This sort of intellectual movement also occurred as a matter of diplomacy. Procopius records that Justinian I lent the sickly Kosrow I the services of a physician over the course of a year. Persian Christians traveled to the Roman empire because it was a center of Christian learning or to escape persecution”). Coastal Control: reduced enemy port capture resistance, either as Hero aura or global bonus (not only "control of all coastal areas" was already quoted, but "Sasanian control of the Persian Gulf prevented the Romans from having direct access to the Indian Ocean trade (Daryaee 2003: 1-16). Under Justinian they sought to circumvent Sasanian middlemen by allying with Ethiopians who would buy silk directly from the Indians. Procopius reveals that it was “impossible for the Ethiopians to buy silk from the Indians, for the Persian merchants always locate themselves at the very harbors where the Indian ships first put in (since they inhabit the adjoining country) and are accustomed to buy the whole cargoes” (Procopius, I. xx.12)", from The Sasanian ‘Mare Nostrum’: The Persian Gulf, by T. Daryaee). Centralisation: renamed Autocrat bonus to tech that increases stats of a given CC, but penalises all others. I wonder if the chosen CC can be determined either by being under the Hero’s aura when researched, or it can be researched at CCs, and where it's researched in particular becoming the chosen CC.
    • Why not use a function for how many gatherers to have for any possible stone number? If I’m not wrong, the present behaviour seems to be: 5000 stone: 24 gatherers. 1000 stone: 12 gatherers. 500 stone: 1 gatherer. Which indeed seems too low for 500 stone. I managed to find something nice. As a very simplified model, since the amount of stone is proportional to its volume, and the number of gatherers G are proportional to (a fraction of, if sunk in the ground) its circumference, then naively one would have G=AS^(1/3), where A is some constant, but that’ll never work. Let's then include a "worthiness" factor 1-e^(-BS), meaning that the less stone there is, the less efficient would be to deal with its logistics proportionately (gatherers will soon need to be relocated anyway, for example, besides minimum upfront costs and infrastructure, etc), thus less gatherers than expected would be assigned to it (exponentially, going inversely, that is, the complement of exponential decay). The final formula is then G=AS^(1/3)(1-e^(-BS)), which for the initial conditions G(5000)=24 and G(1000)=12 returns A=1.4036 and B=0.001931. This means that G(500)=7, which might seem high but it’s because the initial conditions (24 and 12) are somewhat weird to begin with. One can check that for some extreme cases the function still behaves nicely: G(100)=1 and G(50000)=52. I’d propose to use a function like this but change one initial condition to G(1000)=10, as such one gets A=1.4064 and B=0.001242, resulting in G(500)=5. In conclusion: a very simple (non-linear) formula predicts 7 gatherers for 500 stone, but if for 1000 stone the number is tweaked from 12 to 10, one manages a more poll-friendly 5 gatherers, and can use that formula for any stone value to get the corresponding number of gatherers.
    • Thank you for opening this thread and adding the poll afterwards, @Baelish! I voted for a maximum of 2 gatherers because I think they're more special than a small cut of rock (1000 Stone) or a normal cut of rock (5000 Stone). More specialized sources of stone or metal like ruins should be harder to exploit and not have a proportional <MaxGatherers> value.
    • Hello everyone! Today I'd like to share a comparison between the Jomon Copper Age houses and the new Yayoi Bronze Age houses currently being developed for World Rising! The evolution between these cultures is already becoming visible, showcasing the transition from a more primitive society to more organized and advanced communities, with new construction techniques, architecture, and a unique visual identity. In addition to the buildings, we're also finishing units, clothing, armor, weapons, and many cultural elements to make each civilization feel unique and historically inspired. More World Rising development updates coming soon!
    • Is there a reason that my autociv does not show ally stats in multiplayer games, only in replays? autociv.stats.alliesview = "true" is set in user.cfg Nevermind, had to update.
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