Orion's Grand Inquisition

Um, not to cause any conflict here, but your "stack of doom" comment as the reason a "lot of players" don't play Civ IV would be highly inaccurate. Especially given the fact that these forums are highly active and and player input is valued, even for a 10 year old game. If you prefer CTP's version, or even Civ V's that's fine. But there is indeed quite a bit of strategy involved in SOD's, especially if K-Mod ( or any AI upgraded tweeks) is incorporated into a mod. I personally have had games where the AI has hit me on a well coordinated stack attack, and it was successful.
As to SOD's in this mod, may I recommend you try the combined arms version of stacks in this mod? This mod is rather unique in the use of combined arms, and can pose a rather serious challenge to the player. Just my 2 cents bro.
 
hi,
to be honest “stack of doom” is a common cause to not play civ iv for lot of players.
there is no strategy point on “stack of doom” .
i think the best option was on call to power 1 and 2, but thi is my idea.

thank you for your anwser, keep up the good work.

Have you played a game where you have discovered the tech called Mine Warfare? If not, you are in for a big surprise! A single detonation of a nuclear mine or a mine field can absolutely devastate any stack of doom you may have on a plot (whether Land or Sea). This is possible because mine warfare units are invisible. So you won't know what is on any of the plots next to you. So much for the invincible stack of doom.

Bottom line is: There are many strategies available to you in OGI. For every tactic you may employ, there is a counter tactic.

Enjoy!

OV
 
no, you not cause any conflict, you have an opinion and i respect it.
all we have different aspect of a game and especially(in this case) of civilization's games.
thank you for your answers.
 
Development of OGI version 4.0 has begun. The following changes have been completed:

Spoiler :

1. Great Generals can lead air units. :)
2. Added Promotions Cargo Increase 1-5.
3. Added SDK for the Advanced Cargo Mod. :)
4. Added Promotions Booster 1-5, which increases range for tactical missile units.
5. Added SDK to allow changes to paratrooper drop range.
6. Added Promotions ParaDrop 1-5, which increases range for paratrooper units.
7. Trade route profit reduced if no agreement, right of passage or open borders, exists.
8. Added new building: Plastics Supply Center.
9. Added new National Wonder: Plastic Parts Plant.
10. Added new unit: SAM Armor
11. Added new unit: Mobile ABM launcher (Protects units from missile attacks).
12. Advanced Cargo is now a default capability and not an option.
13. Fixed sound for tech organized warfare.
14. Added new improvement: Fracking Well.
15. Added oil well and fracking well modifiers to 6 different Civics.
16. The Healer's Hut and Apothecary Shop are no longer obsolete.
17. Apothecary Shop now has a prerequisite building: The Healers Hut
18. The Hospital now has a prerequisite building: The Apothecary Shop
19. Added new building: Tribal Celebration, which allows 2 citizens to become entertainers.
20. Changed building settings so that the Obelisk, Stele and Totem pole do not become obsolete.
21. Farmer Specialists get a +1 food yield increase, with Farmers Market National Wonder.
22. Farmer Specialists get a +1 food yield increase, with Fisherman's Wharf World Wonder.
23. Farmer Specialists get a +1 food yield increase, with Franchise Headquarters National Wonder.
24. Added OGI Mod Totals to SEVOPEDIA.
25. Added new National Wonder: The Hoover Dam to tech Hydro Electricity.
27. Added Promotions Deep Water Tactics 1-5.
28. Added Promotions Coastal Tactics 1-5.
29. Fixed minor python bug in OGIGameUtils.py file.
30. Added new World Wonder: The Enigma to tech Fascism.
31. Added free building to each government civic except Chiefdom.
32. Added free building: Despot's Tribute to civic Despotism.
33. Added free building: Exaltation Crown to civic Monarchy.
34. Added free building: Sacred Pilgrimage to civic Theocracy.
35. Added free building: The Dictator's Monument to civic Dictatorship.
36. Added free building: Freedom Tower to civic Democracy.
37. Added free building: Lenin's Statue to civic Communism.
38. Added new National Wonder: Television to tech Radio.
39. Added new tech: Devotional Fervor to medieval era.
40. Added 9 new National Wonders: Religious fervor for each religion.
41. Added new building Eternal Flame.
42. Added SDK to update any civic with modified yield and commerce values for specific specialists. Really cool. :)
43. Updated Civics to utilize new yield and commerce values for specific specialists. Huge flavor to OGI. :)
44. Added new SDK to change health and happiness values for a specified specialist that works by CIVIC.
45. Fixed python bypass code for tech monotheism. It works now as intended.
46. Fixed XML and SDK to correctly show prerequisite civics for both Units and buildings. :)
47. Added SDK to automatically add/delete a specified building based upon whether or not you have a civic. :)
48. Added SDK to provide a free building based upon a tech. :)
49. Completely overhauled the Diplomat mod.
50. Diplomat mod component runs 90 percent faster after overhaul.
51. Diplomats have promotion based dedicated missions.
52. Completely redesigned the combined forces mod to work with only one instructor unit.
53. Added seven promotions for the instructor, which define which units can be combined.
54. Added new unit: The fanatic, which has very low strength, enough of them can launch a surprise attack on a city.
55. Players can sacrifice population to get two fanatic units.
56. A city can generate fanatics once per turn (I'd advise you to have your city based machine guns ready).
57. More to come.
 
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Just for amusement value, can they be renamed to Air Marshal?
 
Just for amusement value, can they be renamed to Air Marshal?

Much discussion went into that very thought. We came up with two options we could go with:

1. Have separate units by adding the Great Admiral and the Great Air Marshal.

2. Make the Great General work with land Sea and air units via promotions.

We decided the easiest and most efficient choice was option 2. So expanding the great General's role, to include air units, will be the first change for OGI 4.0. We already have land and sea in 3.09. I have tested the change for 4.0 and it works great! :)
 
Does this mod have varietas delectat or anything like that?

OGI has a huge collection of the finest graphics available on the forums. This not only includes units, but buildings, wonders, resources, etc. However, at the present time OGI does not have distinctive unit sets for every civilization, like you see in varietas delectate.

Special Thanks: This is another good opportunity to thank the graphics developers for their outstanding work. :thanx:
 
Hi OG.

I know your busy with updates and such, but any further details on the TSL issue? I keep getting python issues when I attempt to place each civ's cap's in their start locations. No major rush bro, was just wondering.
 
Hi OG.

I know your busy with updates and such, but any further details on the TSL issue? I keep getting python issues when I attempt to place each civ's cap's in their start locations. No major rush bro, was just wondering.

As a matter of fact, work is proceeding. The approach we are taking is to create 3 maps: One for each of the first 3 eras. Each leader will begin with their starting city instead of a settler. The ancient scenario is nearly finished. The problem we run into is that the starting city locations for some of the civilizations are very close or even right in the same area. For example in the Giant Earth Ancient scenario, both the Babylonians and the Sumerians are ancient civilizations and both need their starting city in the same plot. This forced us to make a tough decision to leave one of them out. :sad:

We believe the Giant Earth Classical scenario will have even more starting cities in very close proximity to one another. We shall see how it turns out.
 
That's great news indeed, thank you for the update.

Just out of curiosity, have you run into any global_defines errors in your tests? That seems to be my main issue with what I've been trying to accomplish.
 
That's great news indeed, thank you for the update.

Just out of curiosity, have you run into any global_defines errors in your tests? That seems to be my main issue with what I've been trying to accomplish.

I have not run into any errors. I'm curious to see what you are experiencing. Are you running Windows 10? I have Windows 7.
 
I have not run into any errors. I'm curious to see what you are experiencing. Are you running Windows 10? I have Windows 7.

Yes, WIN 10. I think the main cause would be that Platy world builder and map view2 seem to be conflicting with Win 10. I may have to do some research on new tools that are compatible. My thanks for your response.
 
Before Christmas? And I actually have a 2 week vacation coming up? Holy Santa! Welcome news indeed OV.
 
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