Favorite Settings

Eventually I started a new game with Tech Brokering to OFF and Tech Trading to ON. Hope it's still fine as for the game balance in general.
That's what I and one of my friends usually plays with. It works pretty well IMO.
 
quick question where do i disable following settings
-expanded castles
-artic and city parks
-metereology
-early buildings
-civic buildings


they do NOT appear in menu in choose game
 
quick question where do i disable following settings
-expanded castles
-artic and city parks
-metereology
-early buildings
-civic buildings


they do NOT appear in menu in choose game

They are on by default and all of them have been deconstructed from their RoM/AND origins. So even if you turned them off it would not work anymore because the optional tags on them were removed.

However we cannot remove those as optional setting because it would break games. So instead we have them hidden. But they do show up as active options in the settings list even though they do nothing.
 
I would be curious to see an update to this for the current SVN. I've just recently gotten back into C2C and it seems pretty broken right now, unless I'm using some really non ideal settings. I've tried a few games with some of the settings either on or off to compare, but all my games seem to start lagging out shortly after sedentary lifestyle. Which is much earlier than it used to have problems.
 
Originally Posted by Dejagore
Eventually I started a new game with Tech Brokering to OFF and Tech Trading to ON. Hope it's still fine as for the game balance in general.

That's what I and one of my friends usually plays with. It works pretty well IMO.

Yep, i play like that to. It gives the best gameplay.
One thing i´´ve thought about that would be a good option is a large(or larger) tech transfer from neighbors that are ahead in techs.
I don´t know whatkind of transfers there are now. But perhaps something like in the Realism invictus mod.
BR Loffas
 
Eventually I started a new game with Tech Brokering to OFF and Tech Trading to ON. Hope it's still fine as for the game balance in general.
That's what I and one of my friends usually plays with. It works pretty well IMO.
That's wrong KHH, we usually play with "No Tech Brokering" ON and "No Tech Trading" OFF ("Tech Trading" ON).

For those who don't know: "No Tech Brokering" makes it impossible to sell a tech that you bought from someone else. This results in more expensive tech trading as you can't make profit on what you buy. It also makes the AI less able to stay ahead in the tech war with the player as they love trading tech with each other more than with the player (I suspect more fair deals among AI than with player is the reason).
 
Larger cities is actually a VERY misleading option. Turning it on means you can work the larger radius as soon as your city hits the right culture level. With it OFF you can STILL wok the larger radious, but have to build a metropoliton admin first to enable it (which building is enabled at the same culture level as the automatic working with the option on)

Personally I prefer to need the met admin building, since otherwise that building has little purpose, so although I LOVE large cities I play with the option off!

Sometime I'll get round to changing the option's name/descriptive text a little to make it a bit clearer

Has anyone been playing with Larger Cities and Realistic Culture spread (I know some of you have)? I started to play with the option on because I was tired of having to wait until the renaissance to get the "requires ___ in your city vicinity" buildings.

It's not working. Supposedly workable tiles (the blue zone shows when I select a settler) are still shaded in the city screen, buildings still inaccessible. I've never gotten to the MetroAdmin (game gets too big and too unbalanced so I restart — just my personal playing style), so I haven't seen how it behaves then, but I suspect the Realistic Culture Spread might interfere with it. I don't code, but intuitively, I suspect Realistic Culture would allow some distant tiles to be in your borders at culture levels before Larger Cities allows them to be worked.

If that's not the problem, can anyone tell me what I'm doing wrong?
 
I think the tech (Social Contract ?) is still necessary, you just don't need to build the building.
 
CiviloPedia Concept text for the Game Option Larger Cities:
Spoiler :
Larger Cities. Player cities can now expand to a third level radius, if enabled. After a city reaches an "Influential" level of culture, it's third ring of tiles will become workable, allowing for mega-cities to emerge. Players can use this expanded access to food to fuel thier specialist economy, drive their war machine, or to gain access to prevously locked resources. However, because the third ring of culture is now workable, this change makes maintaining your cultural borders more important. Losing access to some outer-ring mines may become the difference to defeat or failure in a war. In addition, players will face other new challenges. Because cities will reach much higher levels of population before running out of food, unhealthy and unhappy cities may become problematic. If poorly maintained, these larger cities may even decide to revel against your leadership. Players should spend extra effort to keep these mega-cities healthy and happy.
There are at least two typos in this concept text, I will fix them in my next commit.
 
CiviloPedia Concept text for the Game Option Larger Cities:
Spoiler :
Larger Cities. Player cities can now expand to a third level radius, if enabled. After a city reaches an "Influential" level of culture, it's third ring of tiles will become workable, allowing for mega-cities to emerge. Players can use this expanded access to food to fuel thier specialist economy, drive their war machine, or to gain access to prevously locked resources. However, because the third ring of culture is now workable, this change makes maintaining your cultural borders more important. Losing access to some outer-ring mines may become the difference to defeat or failure in a war. In addition, players will face other new challenges. Because cities will reach much higher levels of population before running out of food, unhealthy and unhappy cities may become problematic. If poorly maintained, these larger cities may even decide to revel against your leadership. Players should spend extra effort to keep these mega-cities healthy and happy.
There are at least two typos in this concept text, I will fix them in my next commit.

Yes, realistic culture spread was causing the problem. Thank you for the citation Toffer. Because the option adds extra culture levels before "Influential," I'm able to obtain 3-distance tiles before my city unlocks the ability to work them. My city is still at "refined."

Is this the modders' intention? Can we re-write the influential level to an earlier stage when this option is activated, so that three-distance tiles that look like they can be worked actually can be worked?
 
Honestly, if you compare the option vs not the option (larger cities without metro admin) you can get the third rung MUCH faster without the metro admin prereq. It's not that difficult if you play it right. Making it any easier would make it too easy imo.
 
-Raging Barbarians ()
-Random Personalities
-No Technology Brokering
-Permanent Alliances (So that AI can become more of a threat)
-Barbarian World
-No Revolutions (Thinking about testing to play with rev. ,, not sure. It takes over the gameplay completly on higher diff. settings. If you have revolution on you have to have "developing leaders" and "start without positive traits. maybe also "focust traits". You have to have it to develop a leader with all traits focust at canceling the rev. mod)
-Start as minor civs (They idea with a barbarian world, barbarian civ and start as minor civ is that you and other AI is just another clan/tribe in the beginning of human history)
-Multiple Production (More realistic)
-Multiple Research (More realistic)
-Usable Mountains (Optional, maybe better without it actually)
-Surround and Destroy (Perhaps I shouldn´t play with this in the future. Read that it just makes it easier for you as a player)
-Advanced Diplomacy
-Barbarian Generals
-Great Commanders (Okay, I'll be honest, I make this right away and let animals come at him from the get go. Usually call him Acularius Astartes)
-Personalized Map (Like the random names. I always have an made up civname)
-Advanced Economy
-Realistic Culture spread (I find it harder with it on. So I have it on)
-Realistic Corporations
-Religion Decay
-United Nations
-Advanced Espionage
-Modern Corporations
-Advanced Nukes
-Infinite XP
-C2C Combat Mod - Fight of Flight (I never use it, but AI do, and it makes them more annoying and you cant totally ignore military)
-C2C Combat Mod - Size Matters (Really cool that can change the sizes of a unit. Only problem is that a unit with 5000 troops cost as much as a unit with 250 troops in upkeep.)
-Minimum City Border (Don´t know why I even have this actually)
C2C Combat Mod - Hide and Seek (An other mod that makes the military strategy alittle bit more complicated and makes it more costly to ignore your military)

Notes:
There are reasons behind not using al of the mods I don´t use. Uselly because it makes the game easier. My goal is to have an AI even with me and to make it more realistic if possible.
Here follows some examples of mods that I dont use and why:
- "More Rivers" and
- "more resources"
is nice but in my experience makes the game easier, (Only problem is that you have to have atleast one city next to a river in late game to produce oilproducts),
- Divine Prophets dosen´t work for AI otherwise I like it alot. But the AI in my games never seems to understand that they should use a great prophets so they just stack them i there cities and I get all religions.
-No barbarian civs, With barabarian civ something will happend if you ignore barbarians. Don´t forget that you can change settings for barbarian civs in BUG settings
-Aggressive AI, maybe I should play with this. After reading other posts I will try it.
-Require complete kills, don´t know why this is off actually.. maybe because a civ without cities should become barbarians or rebells or become Allies to, under control of, an other AI state.

Yeah thats it i think. The diff. settings isn´t mentioned in that many posts.
I play with Immortal (without rev. mod). Havn´t tried Diety but perhaps I should now. I studied what the settings did, and the most "fair" is maybe Emperor to make it realistic but I play Immortal now. The study was made about 2 years ago, so it might have how the diff. settings do now.
If you play with revolutions on then you probebly play on monarch or maybe emperor. the mod gets tougher for you and not the AI for every diff. lvl.

And yeah then there is maps settings, but thats an other post I think ;)

BR Loffas
 
-C2C Combat Mod - Size Matters (Really cool that can change the sizes of a unit. Only problem is that a unit with 5000 troops cost as much as a unit with 250 troops in upkeep.)
There is actually more expense to a larger grouped unit... just not as much as you'd have from all three individual units that had made up the whole. This is due to enhanced organization in the larger unit keeping costs of support down.

-Minimum City Border (Don´t know why I even have this actually)
yeah... not advised.

Divine Prophets dosen´t work for AI otherwise I like it alot. But the AI in my games never seems to understand that they should use a great prophets so they just stack them i there cities and I get all religions.
Maybe something isn't working as intended BUT in general, they will usually value their favored religion and if they are within an era of potentially obtaining it, they'll wait in hopes of being able to get it so they'll have a backup for the religion's shrine building or if another civ has gotten to the religious tech but not taken the religion in favor of holding out for another. There are probably some issue in research here that I did attempt to sort out once before I quite had the degree of programming ability I do now. I intend to circle back around to it.

Honestly though, I'm seriously considering taking the free prophet aspect out of the option or at least adding an addendum option that does.


Aggressive AI, maybe I should play with this. After reading other posts I will try it.
An ill advised option as it actually makes things harder for the AI to be truly competitive.
 
Thanks for the comments Thunderbird :)

I like that size matter works like you desbribe. Realistic and good :goodjob:

The divine prophets bug i mention might be old. The thing is that i haven´t tried to play with it for about 2 years :rolleyes: But if you say that they are waiting for there favorite religion, that might make sence. And is arguable actually good. But not if they are waiting for 500-1000 turns or more.
The benefit about having this mod in effect could be that an religion tech could have more then just its religion in it. Plus that prophets become more crusial and usable and therefore priest as specialist will be more frequent. As they where in history.

I will not play with minimum city border or aggressive AI. Thanks again for input :)

BR Loffas
 
@Loffas

You really should try the Revolutions mod. I've never tried the developing leaders option, but I like how Revolutions puts another, more realistic, limit on expansion. City maintenance costs could be countered by spamming your :gold: buildings, but empire stability forces you to keep your borders within a capable administrating size.

Aside: So guess what guys? I just learned that having multiple settled slaves could allow multiple slave specialists... I just conquered a barbarian city at a far frosty corner of the map, and starting settling slaves immediately to boost it up to a profitable level...while selecting the entire group of 20+ captives. (I wasn't thinking and expected them to behave like entertainers build dances). Looks like I'm going to have to ditch slavery early. (I wasn't actually counting, but there may be a bug relating to this... I turned out with 10 of every type, which seems more than I began with)

I also just started playing with Barbarian World, except like this: Standard Map (because my computer is too old to handle the late game on large), add 2 AI, Final Five (every 50 turns the Civ with the lowest score is dropped from the game), and Minor Civs.

I like Minor Civs for the same reason, makes you feel on the same level as barbarians. Except, when you don't start near anyone, there is no motivation to send your "troops" (stone axemen) across the map for your "small" slave raids or to capture an ultimately wasteful city, so I add more players to keep the early game crowded. The Final Five would eliminate these guys as the timeline progressed beyond these dark ages. I also like Final Five to keep the Neolithic Era competitive (it really feels like a struggle for survival). However, I wanted a map that wouldn't be completely barren once they were all (but five) eliminated; thus standard, thus barbarian world.

My only issue now, is that the world is too inhabited, and the would-be wilderness land is filled with wandering hunters, axeman patrols, scattered forts and paths where barbarians have claimed resources and connected them, log rams and battering rams, etc... I suppose this is realistic, and the concept of virgin land really is a myth.

Oh yeah, and somebody should mention that Barbarian Generals is a must-have for getting Great Hunters. Unless you use the National Wonder and prohibit the city from getting any other :gp:'s. I'm pretty amazed that the code can now identify what "type" of combat experience is recived. Right now, it's based on who recieves the xp, right? I suppose it was too hard to program the game to read what was killed to gain the xp?
 
Oh yeah, and somebody should mention that Barbarian Generals is a must-have for getting Great Hunters. Unless you use the National Wonder and prohibit the city from getting any other 's. I'm pretty amazed that the code can now identify what "type" of combat experience is recived. Right now, it's based on who recieves the xp, right? I suppose it was too hard to program the game to read what was killed to gain the xp?
Won't be an issue on the newest assets but we're still in flux there so I don't advise yet updating. It's already breaking savegame compatibility this time and more breaking updates are pending.
 
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