Sorry for not responding til now, been busy getting ready for the
Big Day (which is now in 7 hours - I can't believe I actually made it).
What I don't get is the symbol you use for the plot yield commerce!? WTF is that? It looks like some kind of nasty candy for children. I want gold, man! Not candy..
It was an icon someone posted on these forums a really, really long time ago. The idea was to make it look more different from the vanilla gold icon (which I also changed, but less drastically).
A question about the barter civic or +
in general: If I understand correctly barter gives +50% Gold in Capital, so if I run 100% research there will be zero bonus for me, whereas I get the most absolute profit in gold out of it if running 100% commerce.
There are two separate sources of the commerce subtypes (gold, research, culture, espionage):
FIRST, there's the total commerce (candy
) a city is doing. That is broken down into its parts based on your empire spending levels.
SECOND, any +x effects are added in, such as Priest or Merchant specialists, Priest or Merchant Superspecialists (Great Merchant that joined the city for example), certain Events that can make all your Granaries do +1 gold (hypothetical example), and a few buildings like the eBank wonder (which has +100 gold per turn on it).
Those TWO components are then added together, and the result has the sum of all active subtype modifiers (Barter, Monarchy, Market / Grocer, Wall Street, etc for gold) applied to it.
So if you had 10 commerce per turn in your capital, had gold funding at 50%, had a Priest specialist, had a Market, and were running Barter, you would get 6 * 1.75 = 10.5 gold per turn there. (Don't ask me how it handles fractional amounts, that's complicated, heh.)
About your map script: We've had some starts where one of us had a small good starting location surrounded by ice and ocean and desert to all sides giving no real expansion possibilities.
That resulted in playing a few turns, comparing our future possibilities and.. restarting.
Yeah, it can happen. It currently still uses Cephalo's original custom starting location code, with some updates by Fuyu and others to sweeten the starting location itself better. Unfortunately there isn't much I can do about that right now.
Also the option 'start in old world' does not put all civs one one continent.
It tries to, but there are a bunch of other complicated rules it tries to follow too, and it doesn't always work out right.
Any suggestion on how many civs goes well on small or medium maps?
The default numbers were my best guess from eyeballing some sample maps, so, whatever works for ya; I haven't playtested any of the smaller sizes really.
What tech enables tech trading??? Couldn't find it anywhere!!
Guilds.
It would be nice to have two options available: 1. No unrealistic units. 2. No elite units.
I sympathize, but the problem I ran into was that the scifi units basically fill the same role as the early elite units - powerful but restricted - just in later eras. So from a gameplay standpoint it made sense to allow all of them or none of them.
Whats the deal with falcons? They seem very powerfull for just one strength. Falconry is for hunting. How could a falcon defeat or even attack a raft or archer anyways?
The idea of implementing birds is nice, but as it is now it feels strange to use falcons as military units or scouts.
Also why can they travel on coast? There should be a hunter who trained the bird with the bird at all times. It makes exploration along the coasts a bit too easy in the early ages compared to using boats.
I agree that in a perfect world they should have a handler, but they were a continuation of the War Dog, which has been running handler-less for some time now, so I guess I was just used to that.
Ships are still critically important for defending key water resource tiles and transporting units, and after you get past the initial Raft and Canoe types they are stronger than Falcons anyway.
Falcons were put in as a highly-optional alternative scouting and harassment option, basically. They can fly on Coast because there's no reason a well-trained bird shouldn't be able to, and it's neat having Prehistoric helicopters.
Both the tech and the unit are expensive enough to justify their capabilities imo. Which is not to say I won't tweak their stats a little in the future; I tweak stuff all the time hehe.
The leader changing is nice, but also could limit some leaders and make them less usefull and limit their potential.
E.g. I played modern America and started with Washington and after beelining to some next age tech I switched to Lincoln. So there was no real chance to use Washingtons traits.
It would be so lovely to HAVE THE OPTION to change to the next leader. A simple pop up would do nicely here. The player would feel more in control that way too and can make the decision himself allowing to take leader change into strategical considerations.
The problem is, a lot of my Unique Units and especially Unique Buildings are balanced around the leader trait sequence of each civ. I agree with you that late-era-starts are not handled very well by the system as it currently is. What I would probably do is have you just jump straight into the right leader for that era in that case. (I always play from the beginning, so I didn't give later-era-starts too much thought at the time. Sorry.)
About the tooltip for wonders: In the build menu when mouseovering a world or national wonder it says: "National wonder: 1 left" or "World wonder: 1 left". That sounds like I can only build one world or national wonder in that city. A bit confusing.
It's a vanilla tooltip; I never changed anything about it. It means "this is a national wonder building, and 1 can be built here", obviously, but I suppose I could update the text.
There are some missing text entries. Especially when enabling new civic options theres the txt_key_whatever text in the popup.
Well aware of this... Just not enough time to do them all yet. Anything that affects gameplay always gets priority over this sort of work, and I've been working on gameplay-related stuff non-stop for years now. I try to do a few more text tags in each update, but yeah there's a lot still missing, and there's no foreign language support at all.
You did a great great job on the MOD and I will continiou to enjoy it!!
Thank you very much! I appreciate your interest.
You really should do some advertising! More people should enjoy this aswell..
Well, it's been in my signature for a long time... Beyond that, I don't like to get too pushy with people. If you can think of a way to do advertising for it
without sounding pushy, I'd be all for it.