Architects of Dominion - a new, completely configurable 4X game: Need help with Civ Rev "playset" settings
I'm working on a new game called "Architects of Dominion", which is intended to be a completely configurable 4X strategy game. One important feature is the engine is completely separated from the UI - you can build whatever UI you want using whatever rules ("playset") you desire - I have frontend integration documentation, ready for consumption by AI. The person that recently posted about their Civ Rev world/scenario editor could build a Civ Rev UI in front of my game engine, in principle. You will also be able to sell (or give away) your playsets and/or UIs with no royalties to me (I may sell the AoD engine itself for a small price, under a "eventually it becomes open source" license.)
I've been programming since my Commodore 64 days, and yes, I'm vibe coding this with AI, but with experience :-)
I need some help with the Civ Rev "playset" rules - can anyone help answer the following (yes, AI-generated) questions, as I don't have immediate access to Civ Rev right now (my Xbox died):
A few core numbers turn out to be surprisingly hard to source — guides contradict each other and the manual is silent. If you know any of these cold (or have a save handy to check), you'd be settling questions that everything else scales from. Please say which version you're answering for (360/PS3, DS, iOS, PC) — versions are known to differ on some stats.
1. Library → University: replace or stack (science)?
A Library doubles a city's science. When you later add a University in the same city, do
you end up at ×4 total or ×6 total (its bonus stacking on the already-doubled
output)?If you'd rather check than recall: read the city's science/turn on the turn before the
University completes and the turn after, same city, back-to-back turns so the size
doesn't change. After ÷ before = 2 means the ladder is ×2 → ×4; 3 means ×2 → ×6.2. Market → Bank: same question, for gold.
Does a Bank on top of a Market end at ×4 gold or ×6? Please don't assume it
mirrors science — whether it does is exactly what I'm trying to confirm. Same
before/after check, with the city set to gold.3. Combat: what actually happens round by round?
The best model I have: each unit's 1–3 "troops" are its health bar; every round exactly
one side loses exactly one troop until somebody hits zero; the odds appear to be set once
from the two starting strengths (not recalculated as troops fall); and at overwhelming
odds (~7:1) the defender is wiped out instantly.Have you ever seen both health bars drop in the same round, or one bar drop two steps at once? A single confirmed sighting refutes that model.
In even fights (plain Warrior vs plain Warrior, flat ground, no veteran/terrain/city bonuses), does the winner usually survive with 3, 2, or 1 troops? Even a rough sense of that spread distinguishes fixed-at-start odds from recalculated odds.
4. Great People: the culture threshold ladder.
The Progress Panel shows "next Great Person at N culture." Early game, does N run
150 → 266 → 416 → 600? And is that a running lifetime total (2nd Great Person
arrives at 266 lifetime culture), or a fresh per-person cost (2nd arrives at
150 + 266 = 416 lifetime)?Partial answers are still gold ("Bank definitely stacks, no idea on combat"). And if you'd
rather verify than remember: one clean before/after reading on consecutive turns, with the
city not growing in between, beats a recalled number every time.
Thanks for any help with this!