Ok, taking break playing. Have to say I love trireme (sp?) ranging ai that dow on you till your sword can walk in.
I am doing good. and ai doesn't seem to have issues with the legendary more units mod I added to yours.
Some have same amount of army it seams. Can't say for all... will see where it goes.
What is the legendary more units mod?
I'm having a ton of fun with your mod but I find that hammers come too easily in the early game.
It isn't even 3000 BC before I got Moscow producing a spearman per turn. My neighbor to the south was the same way and it wouldn't be a problem but I'm playing on marathon.
Paris was the same way so I had to declare war on them just to make sure I don't have to worry later.
Overall, fun mod.
I may need tweak marathon a bit if you guys are pumping out spears every turn that early. Though, I generally want more units and more action, even on marathon.
You guys that play on marathon, which areas need increased/decreased? Building construction, unit training, research speed, improvement building, etc.
I had begun work on implementing the optional tech pages, but I have run into some snags and am waiting on the mod creator for some technical support. So, since I found myself in a lull, I got to thinking about the direction of the mod and what that means for balance.
Specifically, I got to thinking about the government system that I will implement once the multi-social policy pages mod is published.
In CtP, the governments are pretty clear cut in their functions. In fact, let me attach a screenshot of the government/terrain printout that came with the game(note that much of the strengths/weaknesses changed with subsequent patches to CtP).
As you can see at the top of the page, the governments have clear cut strengths and weaknesses across the breadth of your empire's systems. Now, obviously some of those either don't exist in Civ5, or exist in another fashion. I may try to bring some more of that into this mod if it proves feasible and fun.
Anyway, in terms of gameplay, those strengths and weaknesses could be roughly translated into % modifiers to those aspects of your empire.
For instance, you can see that Corporate Republic is "Rich" under the economic column. Generally speaking, if you went from fascism or communism to corporate republic, your gold per turn could double, or more.
Generally there were 6 tiers of government as you went through the game. Starting as a Tyranny, you would up-shift to Monarchy, Theocracy, or Republic, and from there to Democracy, Fascism, or Communism,, then Corp Republic, followed by Technocracy, Virtual Democracy, or Ecotopia. It greatly depended upon your strategy and who was knocking at your door at any given time, but I usually went Theoc-Facism-Corp Repub-Technocracy. Communism was also a highly used clutch government for it's huge production, but I was normally fighting wars by that time and preferred the Fascists.
So anyway, % modifiers from the governments. To make this happen, among other things, I am going to have to vastly modify the way most of the buildings in the game work. I am sure many of you have built a factory, with +50% production, and witnessed not a 50% rise in city production, but maybe 10-30%.
To make the governments work in a clear and predictable manner, I am going to have to remove most or all of the % mechanics on buildings and replace them with per pop, straight yields, and other modifiers. This way when it is time to choose a new government down the road, you will know exactly what it has to offer. Some governments might be +50% production, others might me +200% production. All will have their tradeoffs and purposes in life.
So, while I am under the hood changing the way everything works, I decided to also move to the CtP method of tile yield presentation.
The terrain chart on the attached image is roughly how the terrain will look when I upload V9. Initially, I have increased all unit and building production costs to match the terrain yield increases. The single biggest change will of course be more gold. Perhaps lots more gold. I have raised building maintenance to follow suit. I am also going to implement flat unit maintenance values on all the units to also help soak up the gold.
And if any of you are afraid of the average tile having 5-20 gold on it, don't worry, it costs ~2k gold to rush a warrior now.
One of the main reasons(besides nostalgia) for moving to the base 5 values is that doing math in your head with multiples of 5 is much easier than doing math with multiples of 1, 2, 3, 4, through X. Also, as I am at a point where I may be adding more buildings and systems in the future, I wanted to solidify the base before I added even more items that need to be balanced against it.
I can now streamline the way improvement upgrades work. Instead of dozens of small upgrades, each gets 2 sets of 2 of upgrades. The first set is around late renaissance, early industrial. Each upgrade is 5 each. So farms are 10 starting out, and by early industrial they are 20. Same for mines, plantations, and every other improvement. The second upgrade comes at late modern, early digital, and raises them to 30. This basically corresponds directly to CtP apart from the fact that these upgrades are free, and CtP's were not. If we get some feasible worker AI and decent art for 3 of each improvement, I will surely move even further towards CtP in this area.
Oh, and you can
now plant fishing boats on every coastal and ocean tile, regardless of resources. The boats are invisible though, so that is something I have to work on. Fishing boats also upgrade from +10 to +30 by the digital era.
Also, generally resources give +5 base. Improved they give another +5, with the base 10-30 from the improvement, as well as the base tile value.
Rivers now give +5/5/5 instead of +1/1/1.
So, now that I have completely crushed everything you have become used to, I now have to begin converting the buildings over to the new system.