With the thread growing so quickly, contact a moderator to create a sub-forum for this project. It will help a lot. :goodjob:
I recommend caution when making big changes. It's difficult to get a full sense of the depth of the game so soon. A reasonable early change to trade routes is removing...
I like this mod! I gave you a shoutout on my blog. :thumbsup:
I love the idea of coloring items, though the exact colors don't quite fit the game's color scheme. What if we match hues from the game?
A few things are tough to identify in the base game:
Wonders look like buildings.
Satellites...
I'm looking forward to seeing where this goes. :thumbsup:
I like how the move-after-attack bonus you added to Rejinaldo changes gameplay in a fundamental way, instead of providing a little percent increase to a part of the game. I feel the percent bonuses are a little bland.
I'm glad you...
What about buildings? Anything we could do differently with those? That part of the AI is easier to alter than armies. :)
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Firaxis obviously did not teach the AI to recognize archers can't capture cities (or if they did it was done poorly). This part of the AI is in the c++ game...
Yes, and also consider the strategic resource requirement. Strategic units are stronger than non-resource units, because we can build only a limited amount of iron units.
The ancient era has a default rate of 3%. This means one story will happen sometime during every 1/0.03 = 33 turns. A story is assured of happening during that period, but the exact time within the 33-turn range is random. This rate changes depending on game speed. I think epic is 50% slower...
I like playing a balanced game. :)
The Piety tree balances faith income (meditation) with expenses (finisher).
The unmodded game is unbalanced. We can increase our income (mandate) increase it more (organized religion) and more (reformation) and more (opener and finisher).
Simply place an _ underscore in front of the folder to disable stories:
\MODS\Communitas Enhanced Gameplay (v 3)\_Stories
Or open the file to change the TriggerRatePercent for each era:
\MODS\Communitas Enhanced Gameplay (v 3)\Stories\CES_Stories.xml
The unmodded game reveals enemy promotions when we hover over units. You can see their promotions in the bottom-left unit panel. CIN simply presents this information in a heads-up way.
It's possible to hide promotions in the bottom-left, but that wouldn't change things much. We could still...
Which units, buildings, or wonders should the AI build more, or less?
For example, I made the AI value Courthouses much more in cep v3.16.1.
Merged threads as requested, changed thread title to match this post.
I looked at the unmodded start-balancing code and realized it's an overcomplicated 700-line mess. I'm thinking of replacing the whole thing. There's a lot of odd things in there... like 2:c5food: food grassland are valued three times as much as 1:c5food:1:c5production: plains.
There's a table we can pass data through for loading/saving games in Civ 5. It's easy to use and several tasks in the project use it already. It's just a matter of creating a new "timer" tool using that stuff. It's another of my long-term wishlist things since it's not critical at the moment.
The tile with Machu Picchu should have 5 food, culture, gold, and faith. I'll check into it.
Update
I found and fixed the problem. Someone forgot to check "AlwaysShowHelp" before changing building help text to a generic blank string.
The team's going to start working on this next, now that we've done some policy and leader balance. If you haven't posted your ideas already, please do so. :thumbsup:
There's problems with creating a c++ core mod, like compatibility with other authors' core mods. There's other people who do excellent work in that part of the game. I try to avoid stepping on their toes. :)
I've been wanting to do things like this for years, but other things keep coming up as more critical priorities. It's one of those big wishlist items for me like a custom map. I eventually find the right time and motivation, and pour all my energy into it for a few weeks, producing things like...
The goal is for each civilization to have a "theme", something that sets them apart as unique from all the other civilizations. The theme should tie together the three uniques of the civilization. You can see these themes on the list of leaders.
The main reason for the change is Ethiopia's...
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