View Full Version : Things that I think should be changed from the core game for our mod...


Bahmo
Feb 24, 2009, 05:59 PM
Some for technical purposes, some for gameplay reasons, and some for both...

Civics:
*We now have six Civics for most categories, so we'll need the blue box in the background of each category to be made 1/5 taller. Exactly how to do this I'm not sure, but I know that there was a tutorial here somewhere about it.
*The "Religion" category needs to be changed to say "Media." I sincerely hope it isn't the same text file as codes for religion elsewhere, because outside of Civics we need to rename it "Ideology."

Traits:
*While it would force us to revise coding for some more religious countries, I can make a strong case for not using the "Spiritual" trait at all, for two reasons. One is that we have replaced religions with cultures/ethnicities. While it does make sense to be able to build certain buildings in a city only if the relevent culture is present, it doesn't make sense to be able to do that any faster because you're a religious leader. Secondly, when we planned Civics, we addressed the issue of making government policies that are difficult/controversial harder to implement by increasing the anarchy time needed, sometimes by a great deal. So allowing a leader with the spiritual trait to forego this would be far too great of an advantage. Perhaps the effect of the Christo Redentor should be changed as well, but it's less pressing at the moment.
*The faster production of settlers from the Imperialist trait isn't very useful in a mod where settlers play a much-reduced role, and new territory will be accumulated through conquest. Thus, in addition to the general birth modifier, I advised the developers a while ago that we should grant the trait the additional bonus of a free city-attack promotion to all armored units.
*There is no use for walls and castles in this era, so perhaps the Protective trait should be given a bonus when building bunkers and bomb shelters.

Recycling Centers:
Keep them in the game, but change the effect. The main reason being both that they aren't realistic (Negating any unhealthiness from buildings doesn't make sense because you can't just recycle exhaust), and the second being that with many buildings added that will give much more unhealthiness, negating the effect of all that should be substantially more challenging. As to what the new effect should be, my idea is that it could give the city a base score of a few more health points, plus increased production and gold for every resource consumed.

Tanks and Armored Cars: My idea with regard to this would be that maybe only cities with factories and the right resource could build these strong armored units, whereas if a city doesn't have such assets, it can only build Technicals (Pickup trucks with mounted guns; good graphics have been made for Fury Road) and similar units. This seems realistic but isn't as important as the other points, and perhaps it's too much of a demand when weaker nations will already suffer at building tanks because they simply take a long time to produce without productive structures. Still something to think about, however.

Adhesive86
Feb 24, 2009, 07:51 PM
Traits:

*The faster production of settlers from the Imperialist trait isn't very useful in a mod where settlers play a much-reduced role, and new territory will be accumulated through conquest. Thus, in addition to the general birth modifier, I advised the developers a while ago that we should grant the trait the additional bonus of a free city-attack promotion to all armored units.


I agree with all, BUT isn't a free city attack a bit strong? This is arguably the best promotion in the game. Certainly the one i use all the time anyway- and with a barracks and the right civics that means tanks with City Attack III from birth.

Could be interesting though.

Bahmo
Feb 26, 2009, 06:24 PM
You may be right, although exactly what promotion would be granted instead, I'm not sure.

However, what the "best" promotion is depends on context; battles differ. While one that allows you to capture cities, the lifeforce of the game, is probably useful due to that effect, I would argue that it's compensated by the fact that the Protective trait grants a free promotion for defending cities, and there, likewise, the units can start at Tier-3 under the right circumstances.

It will take actual playtesting of the game to decide whether the free city attack promotion is too strong, but always bear in mind the context of our mod. It takes place in the modern, relatively globablized world, which tends to frown upon imperialism, so even though there might a great number of jerky leaders with dreams of megalomania, there are few countries that they could attack without provoking condemnation, and even war, from a great deal of others. So in that sort of situation, I don't think I'm giving one trait excessive power, rather, I am compensating for its weaknessed,

Mattygerst
Feb 28, 2009, 07:45 PM
Bahmo: Great thoughts. These are "must-have" implementations for the game.

Adhesive86
Mar 01, 2009, 04:10 PM
there are few countries that they could attack without provoking condemnation, and even war, from a great deal of others. So in that sort of situation, I don't think I'm giving one trait excessive power, rather, I am compensating for its weaknessed,

Fair enough, this makes good sense.

Bahmo
Mar 13, 2009, 08:36 PM
Bit of update. I'm not sure how to code buildings for increased production/gold/food for resource consumed; I've looked at the corportation headquarters in buildinginfos and don't see any reference to resources there; I'm assuming it's in a file about the corporations themselves, instead. Perhaps my earlier idea for revising the recycling center will not work. We can still add happiness and health from resources, however, and the center could still give the city a fixed production bonus that would make some sense.

ianinsane
Mar 14, 2009, 02:27 PM
Pollution/Unhealthiness

We have a lot of buildings and techs that have health bonuses. On the other hand we have a real world that has a massive pollution problem. This means that at game starts our civs have to be really unhealthy. How to do this?

Bahmo
Mar 14, 2009, 08:30 PM
In a good deal of senses, the world is a great deal more healthy than it used to be. For a few admitted problems, however, here are some things to consider.

Since Genghis Kai has stated that he wants to start the game with existing cities having population akin to what their current population actually is at this time, that will carry a significant damage to health on its own. Since the tech tree has been revamped, we also can start at a situation where cities have that modern-era population size and its health detriments, but also do not have the counter to unhealthiness that discovering medicine in the industrial era would give. On that matter, to duplicate the current world population, we should change the farm improvement value so it gives one more food from the start, since Biology, which would have given one more food per farm in the industrial era, has been taken out of the tech tree.

I'm not sure what exactly it is in the core game that causes global warming to occur only in the modern era, and whether it actually has anything to do with how many greenhouse industries actually exhist in the world at the time, but it's worth looking into.

Bahmo
Apr 10, 2009, 04:36 PM
Update: I have discovered what I believe to be the way to give us more production-per-resource for the recycling center. It's the building tag: <BonusProductionModifiers>
I don't think any current building uses it, but it probably works if it's there.