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Cities in Development (Obsolete)

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You could also have it so that if you have certain sovereignty reforms enacted (Monarchy for government) and then take Order Ideology, you have a Decision to Permanently switch away from Monarchy to something else, with additional side effects.

I don't know how viable that is with Sovereignty tho.

@Natan: How about pop per city sacrifice?
 
I really think people just read on paper that they have to hand in an option they previously could potentially practice (settling cities where-ever). But since it seems a common convention to have your core cities close-by your capital which are the ones that you use to produce most of your stuff in your empire anyway.... I think it really just is limiting an empty freedom to do irresponsible stuff. ''Shut up mom I can do whatever I want! I'll plop this city right here, it will only take me two eras before it has a reasonable amount of citizens and production! No I don't care it is isolated and increases the culture cost this piece of land is mine!''

I mean either that or 'historical accuracy', but c'mon governments really only had full control of their people at the dawn of the welfare state. Even today some places seem to be neglected by their respective government.

Oh also huzaa for NL! :D
 
You could also have it so that if you have certain sovereignty reforms enacted (Monarchy for government) and then take Order Ideology, you have a Decision to Permanently switch away from Monarchy to something else, with additional side effects.

I don't know how viable that is with Sovereignty tho.

@Natan: How about pop per city sacrifice?

Again; with the modern era, you gonna start building research labs and factories in any city you get. You'll need specialists. A lot of them. and you will also need citizens working as many farm tiles as possible(and assuming you went order, you might also wanna work some mines, if possible).
 
With every little piece of information that there is adding on creation and customiation wikia I get more and more excited about crime feature. Now it makes guilds usefull for non cultural civs. I have only little conserne about it. I think there sohuld be another one world wonder or modified existing wonder, because right now there is so many national wonders to reduse crime, it needs to be another one world wonder for diversity.
[EDIT]: And BTW how will Grand Inquisition bonuses from Piety and from C&C&C interact? Will they combine bonuses or one will be main one? And another issue how to build Grand Inquisition in C&C&C with no Piety, monastery as basic building is Piety feature.
 
Grand Inquisition was introduced (or, will be) because the Grand Temple gives +8 Faith, meaning any reduction to Heresy it gave would never be noticeable (as crime is proportional to your yield outputs - it reigns in yields that get too high above everything else). It will take the place of the Grand Temple in Piety (as in, it'll get the resting rate increase, but the Grand Temple is still for religious pressure). This does mean that, at this stage, Piety is needed for Crime's ideal use - which is going to always be the case anyway, as Secularization's new effect is to disable Crime from Heresy, and Poor and Heretical Piety levels increases Crime from Heresy.

I could look at adding another wonder, or modifying an existing one, sure.

Originally, I'd planned to have buildings - rather than NWs - deal with specific areas of crime, but this became too micro-managey. Using NWs retains some of that micro-management (you can select cities with particularly high areas of a specific crime to build your NWs in), whilst still keeping it from overwhelming the player.
 
Honestly, with the exception of ExCE which is riddled with bugs in my experience (no offence JFD), why would there not be a reason to use all of your gameplay mods in unison? They make such great additions and fit together like clockwork.
 
I wouldn't say riddled so much as there's one very elusive crash that makes it unplayable (AFAIC) - but it'll get there. But it doesn't really add any new systems (yet - Tribes), so it's low priority atm. This is because all of my new systems are meant to come together with Sovereignty :D Now I just need to add a Currency, Language, Emigration, Ethnicty, Health, Morale... They should just hire me already so that I can just do everything :p Though I'd be nowhere without the indispensible Bulls of Pope Gazebo.
 
Currency and Language? Hm, I see some potential there. I've always felt currency was something necessary, and that language would also be nice. And it needs to have Lingua Franca and World Currency proposals to the WC. Now we will just need power (as in, electric power).
 
Of course, I don't actually have any ideas for how such systems would work. And my command of Economics is as good as well... its not good... Its just a system that I feel would benefit the depth of the game, conceptually.
 
There's a decent Crash Course series on YouTube if you want a primer. Otherwise, I'm sure there's someone on Reddit who could help.
 
I wouldn't say riddled so much as there's one very elusive crash that makes it unplayable (AFAIC) - but it'll get there. But it doesn't really add any new systems (yet - Tribes), so it's low priority atm. This is because all of my new systems are meant to come together with Sovereignty :D Now I just need to add a Currency, Language, Emigration, Ethnicty, Health, Morale... They should just hire me already so that I can just do everything :p Though I'd be nowhere without the indispensible Bulls of Pope Gazebo.

Honest question, if you can't find a way to get Tribes to work, will you have to scrap ExCE and fold Attrition and Exploration into other gameplay mods?

I still remember those beta Sovereignty UI screen shots from over the summer, still excited by them. Currency is a very interesting idea, the basic system of GPT is very, well, basic. But at least it does work. Allowing the formation of your own currency (Custom currency names? The Natan Note?) is a very exciting and interesting prospect.

Health and Emigration have been done in mods before. Would be nice if Health & Plague was updated to work with EUI. It had some interesting ideas that could see further development. Emigration also has potential. Language and Ethnicity could easily be a part of Cultural Diversity. Language could be a barrier, slowing down the early game. Ethnicity we kind of have with Ethnic units and CD, although the actual ethnicity does not play into any systems of yet.

Would morale be like happiness, but for military units?

Final question, could base America be buffed with the addition of one of your game play mods? America is pretty 'blah' as they are, perhaps if they got a -15% cool down on Reforms or something like that, similar to how you updated Rome.
 
No, I think ExCE works fine with just Attrition and Exploration.

Those UIs were terrible :p That's what I wanted, a custom currency, but no idea how it would factor into the game at all.

True, but they don't work with my other systems, and in some cases are seriously outdated. I haven't done anything with said systems out of deference, but it's something I've thought about. Slavery is in the same boat. Ethnicity is a tentative component to CulDiv, but I haven't figured the maths behind its spreading yet.

Maybe, I dunno. It was an idle thought - Viregel once wanted to make a Morale system. But I'd stray away from something affecting units, as it'd probably highlight the AIs shortcomings too much and would overall be too CPU intensive.

Lol, America getting a reduction on Reform cooldowns. Lol, Congress :p America is already changed in Roosevelt, so I probably won't touch it.
 
Slavery is in the same boat.

Leugi has a Slavery mod that he said he was going to update. I thought he said he was back, but I haven't seen anything since. But you might be able to collaborate?
 
That's the thing, I haven't done anything along those lines because I don't want to step on what's already been done. But what's already been done is often outdated or doesn't work with my systems in the way that I would want them to (mainly with Sov.). And it's difficult to collaborate with Schrödinger's cat :p
 
Those UIs were terrible :p That's what I wanted, a custom currency, but no idea how it would factor into the game at all.

True, but they don't work with my other systems, and in some cases are seriously outdated. I haven't done anything with said systems out of deference, but it's something I've thought about. Slavery is in the same boat. Ethnicity is a tentative component to CulDiv, but I haven't figured the maths behind its spreading yet.

Maybe, I dunno. It was an idle thought - Viregel once wanted to make a Morale system. But I'd stray away from something affecting units, as it'd probably highlight the AIs shortcomings too much and would overall be too CPU intensive.

Lol, America getting a reduction on Reform cooldowns. Lol, Congress :p America is already changed in Roosevelt, so I probably won't touch it.

Again, Beta, but it served it's purpose for the time.

*Thoughts on Currency*
There's a lot of thought that needs to be put into a currency mod, it's almost overwhelming. I don't have the strongest mindset on how economies work either, in terms of cause and effect. If you made a currency/economy mod, you would then have to factor in stock markets and global economies for the later eras. Trades between AIs would play into the economy (with some players having to pay more because their currency is valued less), supply and demand, inflation (ever wanted to recreate the end of Spain's golden age? :p ).
Trade would need a revamping, with trade routes being sent to players affecting economy. You would need players to actually have a reason to keep trading with other players (because player 1 has material A that I do not and need to grow).
The game would start with a basic Barter system (can still generate gpt) but then you can found your own currency at a certain point, with the game play and math behind currency getting more complicated throughout the eras.

By the looks of it, they're never going to be updated, so it's up to you if you want to make your own version or not.

We already have happiness, so morale wouldn't have anything else to effect other then units.

Hey, Trump is going to get stuff done, just you wait :3
 
That's the thing, I haven't done anything along those lines because I don't want to step on what's already been done. But what's already been done is often outdated or doesn't work with my systems in the way that I would want them to (mainly with Sov.). And it's difficult to collaborate with Schrödinger's cat :p

I know that feel.
 
I actually wrote up a Currency Mod idea I had ages ago, I have no idea how much of it would be workable. I haven't a clue where it is now, but the gist was that after a National Bank or Mint was constructed, you would choose a money sign, like a pound or euro or dollar, and the choice of an effect, like X amount of science for every 100 gold in your reserves, or something similar. Then you could grow your currency by the amount of luxury resources you had access to, allow other civs to adopt your currency...

Now that I look at it, it seems like how religion works, but with money.
 
Casus Belli mod so that other civs don't get buttmad at you having legitimate reasons to declare on war someone when

Screw warmonger penalties for real
 
Casus Belli mod so that other civs don't get buttmad at you having legitimate reasons to declare on war someone when

Screw warmonger penalties for real

That's what denouncing other civs is for.
 
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