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Age of Civilizations

SLiCK_Mx

Baron
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  1. Like
    SLiCK_Mx got a reaction from Wizard in Ranking System   
    Prestige
    To calculate the final score, the game uses a for loop for every province that you own/ occupy, meaning that it applies a formula to every province which is as follows:
    p = 2.25 * (0.125 + 0.875 * Growth Rate) * (0.785 + 0.215 * Technology Level) * Core * (0.375 + 0.625 * Development Level)
    With the Core modifier being circumstantial, if the province is a core province then the modifier is 1.0. Else if it isn't, the modifier is 0.475; and the technology modifier having an upper bound of 1.0.
    Now the final prestige score is as follows:
    Prestige = Σp + 17.5 * Technology Level; rounded up to the nearest integer.
    with Σp being the sum of every p value of every province that you own / occupy, and the technology level having no upper bound.
     
    Economy
    For the economy score, every province is applied to a formula as following:
    e = Economy / (Starting Economy / 16.25) * (0.425 + 0.675 * Development Level) * (0.275 + 0.725 * Province Stability)
    The final economy score is:
    Economy = Σe; rounded up to the nearest integer.
    with Σe being the sum of every e value of every province that you own / occupy.
     
    As for population score I'm still quite unsure, I will probably have to study it later. Feel free to correct any mistakes.
    >t. having looked up the source code
  2. Love
    SLiCK_Mx got a reaction from Ilovethisgame2 in Ranking System   
    Prestige
    To calculate the final score, the game uses a for loop for every province that you own/ occupy, meaning that it applies a formula to every province which is as follows:
    p = 2.25 * (0.125 + 0.875 * Growth Rate) * (0.785 + 0.215 * Technology Level) * Core * (0.375 + 0.625 * Development Level)
    With the Core modifier being circumstantial, if the province is a core province then the modifier is 1.0. Else if it isn't, the modifier is 0.475; and the technology modifier having an upper bound of 1.0.
    Now the final prestige score is as follows:
    Prestige = Σp + 17.5 * Technology Level; rounded up to the nearest integer.
    with Σp being the sum of every p value of every province that you own / occupy, and the technology level having no upper bound.
     
    Economy
    For the economy score, every province is applied to a formula as following:
    e = Economy / (Starting Economy / 16.25) * (0.425 + 0.675 * Development Level) * (0.275 + 0.725 * Province Stability)
    The final economy score is:
    Economy = Σe; rounded up to the nearest integer.
    with Σe being the sum of every e value of every province that you own / occupy.
     
    As for population score I'm still quite unsure, I will probably have to study it later. Feel free to correct any mistakes.
    >t. having looked up the source code
  3. Like
    SLiCK_Mx got a reaction from Aryan in Remove Cancer Disease   
    Well certainly not you, but some people out there (including myself to some extent) are really pedantic about everything that small things like these actually bother them.
  4. Like
    SLiCK_Mx reacted to Suzema in Age of Elder Scrolls | Last update - 30.12.2019   
    Actual version of Age of Elder Scrolls - 1.2
    Age of Elder Scrolls - is a mod that takes you to the universe of Elder Scrolls, to the planet Nirn.
    In these mod is:
    -Map of the Nirn (2311 prov., 1259 towns) (cuted from mod since 1.2 version);
    -Elaborated map of the Tamriel (1797 prov., 57 scenarios, 131 form.civs);
    -Map of the Shivering Isles (171 prov., 8 scenarios, 4 form.civs);
    -Map of the Vvardenfell (612 prov., 7 scenarios, 8 form.civs);
    -Simplified map of the Tamriel (612 prov., 9 scenarios, 87 form.civs);
    -Music from the TES games (61 tracks + plugin with more music);
    -New sounds;
    -New font;
    -New icons;
    -New interface;
    -915 new civilizations;
    -Some new ideologies;
    -Remaded "Ages"
    Mod is available for PC and Androids
    You can find link to download here - https://vk.com/firstovinc- or in the page 5 of this topic

    My other mods: 
    Bloody Europe II
    Age of Pirates II
     

  5. Like
    SLiCK_Mx reacted to YuraTheGreat in AoC II for iOS released!   
    Now you can focus on fixing bugs?
  6. Dislike
    SLiCK_Mx reacted to Łukasz Jakowski in Why does it take one month to upload a game to the App Store?   
    Apple is very strict and it takes time to release it
  7. Like
    SLiCK_Mx got a reaction from Yaidin in Ability to change alliance name   
    It gets pretty repetitive when every alliance name revolves around "Grand Sphere International" and what not. The ability to modify alliance name isn't one of the most needed additions to the game but it'd be nice to do just that :^)
  8. Like
    SLiCK_Mx reacted to tww in Finally Age of Civilizations II works on the iPhone!   
    now please keep updating the game...
  9. Like
    SLiCK_Mx reacted to Armolitskiy in Finally Age of Civilizations II works on the iPhone!   
    I do not have an iPhone - I do not care
  10. Like
    SLiCK_Mx reacted to Banana in 476 AD - Fall of Rome   
    add this to the game.
  11. Like
    SLiCK_Mx got a reaction from JustAnUser in Vassals should not be able to reject its Lord's peace offers when at war   
    As long as a state is your vassal, I think it is only logical that the vassal complies with all your demands. Vassals must remain vassals. This is quite irritating as well since my vassals keep rejecting my peace offers when I'm at war; to the point where I just stopped calling my vassals to war altogether.
  12. Like
    SLiCK_Mx got a reaction from JustAnUser in More effectiveness for rebels   
    As of now, rebels don't really pose a significant threat to its host nation since they usually spawn with a few dozen units in a few provinces with no ability to recruit and expand its army. I think it'd be great to have rebels actually being challenging to wipe out instead of it merely taking 2 turns. Maybe by allowing the rebel government type to recruit from occupied provinces, and a potential for neighbouring provinces or even your own army to side with the rebels, if the stability is low for instance. Also being able to start a new game as rebels would also be interesting, to say the least.
  13. Like
    SLiCK_Mx got a reaction from Ilovethisgame2 in Mode on Сold War   
    Woah, what a golden scenario you've got there.
  14. Like
    SLiCK_Mx reacted to Strangefancypants in Colonization should be more realistic   
    tbh the simplicity of the game is what makes it fun.
  15. Like
    SLiCK_Mx got a reaction from Celtiberian98 in Ability to change alliance name   
    It gets pretty repetitive when every alliance name revolves around "Grand Sphere International" and what not. The ability to modify alliance name isn't one of the most needed additions to the game but it'd be nice to do just that :^)
  16. Like
    SLiCK_Mx got a reaction from pedrowo in Ability to change alliance name   
    It gets pretty repetitive when every alliance name revolves around "Grand Sphere International" and what not. The ability to modify alliance name isn't one of the most needed additions to the game but it'd be nice to do just that :^)
  17. Like
    SLiCK_Mx reacted to Pierrot69stf in Improve Peace Deals   
    I think more realistic peace deals would be needed:
    -change ideology/government
    -better war reparations and avalaible only for the defensors
    -occupations : provinces will cost half of the warscore needed for these provinces and will belong to you for a certain duration (max duration will be the duration of the war)  after you would have two options: create a vassal or give the provinces back if the civ still exist
    -player making all peace deals when he's mobilized and winner .AI accepting or refusing it.
    -create vassals from the territories of the deafeted
    -after a certain war score, complete control of the civ (you can do whatever you want in the peace deals)
    + making an armistice before peace deals, that will stop the war with a civ whitout changing boarders and will affect only the civ that signed the armistice not the entire alliance.
    Note: the civ that ask for armistice is the loser.
  18. Like
    SLiCK_Mx reacted to Commander Wayan in Drag-select in a box and battle plans   
    Łukasz, I have a small suggestion for the game. Controlling troops, especially if you had a large army, is difficult. What about adding a drag-select in a box (Paradox like) to control/select all your troops  or some of your troops. And add battle plans controls (frontline, offensive line, and retreat line).




  19. Like
    SLiCK_Mx got a reaction from Chihong Ahn in More effectiveness for rebels   
    As of now, rebels don't really pose a significant threat to its host nation since they usually spawn with a few dozen units in a few provinces with no ability to recruit and expand its army. I think it'd be great to have rebels actually being challenging to wipe out instead of it merely taking 2 turns. Maybe by allowing the rebel government type to recruit from occupied provinces, and a potential for neighbouring provinces or even your own army to side with the rebels, if the stability is low for instance. Also being able to start a new game as rebels would also be interesting, to say the least.
  20. Like
    SLiCK_Mx got a reaction from Texas in Vassals should not be able to reject its Lord's peace offers when at war   
    As long as a state is your vassal, I think it is only logical that the vassal complies with all your demands. Vassals must remain vassals. This is quite irritating as well since my vassals keep rejecting my peace offers when I'm at war; to the point where I just stopped calling my vassals to war altogether.
  21. Like
    SLiCK_Mx got a reaction from Hiking1 in Vassals should not be able to reject its Lord's peace offers when at war   
    As long as a state is your vassal, I think it is only logical that the vassal complies with all your demands. Vassals must remain vassals. This is quite irritating as well since my vassals keep rejecting my peace offers when I'm at war; to the point where I just stopped calling my vassals to war altogether.
  22. Like
    SLiCK_Mx got a reaction from MS1903 in More effectiveness for rebels   
    As of now, rebels don't really pose a significant threat to its host nation since they usually spawn with a few dozen units in a few provinces with no ability to recruit and expand its army. I think it'd be great to have rebels actually being challenging to wipe out instead of it merely taking 2 turns. Maybe by allowing the rebel government type to recruit from occupied provinces, and a potential for neighbouring provinces or even your own army to side with the rebels, if the stability is low for instance. Also being able to start a new game as rebels would also be interesting, to say the least.
  23. Like
    SLiCK_Mx got a reaction from Adx97 in What is the best government type and why is it Fascism?   
    Let's be real, Fascism is objectively the best government type to play as for almost all circumstances. 
    >High acceptable taxation
    >Perfect balance between acceptable goods and investments spending
    >Bonuses for income taxation and production
    >Reduced military upkeep and increased defense bonus
    All these bonuses and literally no down sides other than slightly disliked by other nations, unlike other government types that are crippled with so many negative effects. There's no real reason why you would even think of not playing Fascism unless it's for roleplaying. Prove me wrong. Protip: You can't.

  24. Like
    SLiCK_Mx got a reaction from Adx97 in Vassals should not be able to reject its Lord's peace offers when at war   
    As long as a state is your vassal, I think it is only logical that the vassal complies with all your demands. Vassals must remain vassals. This is quite irritating as well since my vassals keep rejecting my peace offers when I'm at war; to the point where I just stopped calling my vassals to war altogether.
  25. Like
    SLiCK_Mx got a reaction from rats4final in Vassals should not be able to reject its Lord's peace offers when at war   
    As long as a state is your vassal, I think it is only logical that the vassal complies with all your demands. Vassals must remain vassals. This is quite irritating as well since my vassals keep rejecting my peace offers when I'm at war; to the point where I just stopped calling my vassals to war altogether.
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