View Full Version : Manage Large Civilizations


Snajo
Apr 22, 2007, 12:03 PM
I like to play on huge maps in marathon mode, but I find that once I get to the point where I have a great number of cities and units I lose interest in finishing because each turn takes so bloody long.

Are there mods that will allow further unit automation or otherwise aid in managing civilizations? Specifically, if I create a Missionary, I would be more than happy to allow it to automatically seek coverts. Another painful exercise is making sure each city has a certain number of defensive units, and then moving units from one city to another. Another time consuming issue concerns workers. Before I declare war, I might like to recall all my workers to cities... and then automate them all once peace is declared. Lastly, I find it painful to locate and manually upgrade units.

If there is a mod that would make gameplay late in the game more interesting I'd love to check it out. Essentially, I lose interest when I'm in a game that I'm 99% certain I will win, but may take another 36hrs of gameplay to finish.

Winning by use of the space race seems easy compare to other options, so I typically turn it off. I prefer to play where domination UN, or culture are the only options for winning.

Thanks folks... and if I missed something was obvious, I appologize for not doing my homework. :-)


Also, I don't really play for high score or anythign... just casually... as I get better, I turn up the difficulty for a more challenging game, etc.

primordial stew
Apr 22, 2007, 02:30 PM
Worker automation is always available. Workers will always "wake up" if an enemy ends up next to them, but there is no way to automatically recall them during war. If automate workers is on, workboats will just go find someplace to work.

Unit upgrades can be done on a whole stack, and similarly groups/all cities can be selected if you want to build the same thing in them all.


If you want more exciting random games try the Revolutions mod. Nations (including yours) can split, and there can be uprisings. In the games I've played, things can be going quite well in the middle ages, but there can be some explosive growth around the industrial revolution. If any of the top nations gets 1-2 med sized vassals they will become an impossible challenge very quickly. Vassals can be told what to research. So they're researching rifles, while their vassals are researching replaceable parts and steam, etc.

Snajo
Apr 22, 2007, 02:39 PM
That sounds great! I'll check it out. Maybe I should make a compromise on what size map I use. Huge is cool because of the massive number of opponents and the chance to grow before conflict arises. However, I suppose if I were to use a standard size map and this mod, the game would be more interesting in the late game, without being quite as cumbersome as it is on a huge map.

The vassal content feels like it needs a little something in the unmodded game. Very interesting!

I suspect the things I am interested in are probably not something that can be modded, but I figured it was worth a shot. I've always had the same issues in turn based simulations... toward the end, things become more cumbersome than interesting and quickly lose appeal.