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Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
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#381 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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Doctrines (I renamed civics!)
Spoiler:
This is what I have so far, it won't all stay 100% like this, but this is the basic framework that I will be building to, unless someone comes up with a much better idea! |
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#382 |
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Chieftain
Join Date: Mar 2013
Posts: 10
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Ok, that looks pretty good. Tell me what you think of my ideas. If you want me to explain what effects they would have and why I would be happy to do so.
Spoiler:
Last edited by falseblackbear4; Mar 02, 2013 at 08:11 PM. |
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#383 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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Ok here are my thoughts on your ideas:
Spoiler:
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#384 |
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Chieftain
Join Date: Mar 2013
Posts: 10
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Ok, that makes more sense then. I would also be happy to write the descriptions, but I think it would be better to wait until Wednesday when I can PM people.
Spoiler:
Here are my ideas on how the effects should take place (Just leadership so far, I'll try to come up with the rest later). Spoiler:
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#385 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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I don't really like the term corporatism, corporate systems will be represented under the stocks and shares and wealth doctrines
overall, I like the values you attributed to the leaderships, seems fairly accurate. One thing to think about, culture has been replaced by safety, same basic mechanic, jsut a different emphasis on where it comes from, so potentially a military leadership would have a higher than normal safety, even if it comes at the cost of civil liberty. Last edited by Lib.Spi't; Mar 03, 2013 at 10:43 AM. |
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#386 |
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Chieftain
Join Date: Mar 2013
Posts: 10
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That's right, I completely forgot about how culture was changed to safety. I'll take that into account. As far as the economy civics go, here are my ideas:
Spoiler:
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#387 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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Overall these are good ideas, yes you are right there will be buildings linked with these as well, basically my thoughts are kind of like this:
Spoiler:
I have never really known how the inflation mechanic works in civ... |
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#388 |
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...
Join Date: Jul 2008
Posts: 426
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inflation increases your costs by x percent. X increases as the game goes on.
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#389 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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ok so it is mostly just linked to time then, and civics can increase or decrese the time frame of major inflation.
Do you know if there are any other factors that increase or decrease inflation speed? |
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#390 |
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...
Join Date: Jul 2008
Posts: 426
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I think in vanilla, inflation is mainly used to scale gold income with costs. The further in the game you are, the more money you make, so things have to cost more, otherwise, you'd make an absurd amount of gold. Certain mods, like A New Dawn, allow techs, civics, ect, to have more effect. IMO, unless you want to really get into it, leave inflation alone, just use gold modifiers. They're easier to understand for the modder and players alike.
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#391 |
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Chieftain
Join Date: Mar 2013
Posts: 10
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So religions will become political ideologies?
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#392 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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yes, every faction has it's own Political Power that is founded when they build a national capital
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#393 |
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Chieftain
Join Date: May 2013
Location: Texas
Posts: 1
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This mod sounds really awesome, I am very excited .
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#394 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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Good to hear we are hoping (fingers crossed) to have our Alpha Version released soon! (Mid May)
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#395 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,851
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HELLO Lib.Spi't,
glad to see that your mod is coming alone nicely - i cant wait to play it. i wanted to warn you about your sdk code that u provided me a while ago - the bombard forts from super forts - causes a crash , so something in the merge isnt right. also - you forgot to merge some segments of super forts in the file civ4textngr.cpp. also - you didnt merge some important segments fo specialist unit enhancement for the same file - civ4textmng.cpp. gluck, i couldnt solve the crash issue of the bombard option on forts, so i disabled it for now. ****edit*** oh the crash was my fault - i didnt delete 2 lines from kmod. . but still - u need to add the missing lines to the text mgner cpp file.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" Last edited by keldath; May 04, 2013 at 08:12 AM. |
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#396 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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Would you be able to send me a version of the .cpp file with the missing lines highlighted, I,LL never find it otherwise
I have had a couple ctds and an infinite turn bug happening intermittently so fingers crossed that is the cause
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#397 |
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King
Join Date: Feb 2009
Location: UK
Posts: 866
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