wobuffet
Barbarian
- Joined
- Jun 27, 2011
- Messages
- 1,248
Sounds like the spies interface:
http://well-of-souls.com/civ/civ6_overview.html
http://well-of-souls.com/civ/civ6_overview.html
Great mod, from what I'm reading.
Is it compatible with "Yet (not) Another Earth Maps Pack (v 22)"? The paper is not generated on the map. I tried to add paper to the generator-engine - didn't work. So I have to influence CS the old way - cash
And another question: how far is it compatible with "SuperPower Modpack Complete Edition"? So far I had to alter only the policy tree by deleting the respective code in SPMP. Should I do more or is it enough?
And thanks for the mod
Great mod, from what I'm reading.
Is it compatible with "Yet (not) Another Earth Maps Pack (v 22)"? The paper is not generated on the map. I tried to add paper to the generator-engine - didn't work. So I have to influence CS the old way - cash
And another question: how far is it compatible with "SuperPower Modpack Complete Edition"? So far I had to alter only the policy tree by deleting the respective code in SPMP. Should I do more or is it enough?
And thanks for the mod
No, I didn't. Where can I find it? Searching the forum didn't worked, I got only the old v.22 topic. Edit: found itDid you know that JFD continued the work on Yet (not) Another Earth Maps Pack? It is on version 24.
I love this mod, but it makes it very difficult for Venice to compete in the diplomatic arena due to lack of paper. As city state diplomacy is the source of Venice's main advantages, this nearly sinks the civilization unless you get either the Roman Forum and the Summer Palace or puppet a city to just be able to keep up with the paper requirements for diplomatic units. Even then, you'll only be able to support one!
Could there be some change for Venice? Maybe increase Venice's base paper by some multiple? Or allied city states could provide additional paper?
You can also gain rep by gifting units and (with statecraft) trade routes. And you don't need to wait for a MoV to puppet something.
...or a neighboring civ.
That said, Venice is commonly cited near the bottom of the civ barrel, giving them some free paper (maybe 1 per era) in their UA I highly doubt would be OP.
Does the AI handle diplomats properly now?.
@Gazebo I really like this mod but it is brutal for tall playing style. You intentionally make paper less and less efficient as you increase in eras and then provide no way at all to get enough paper to even begin to compensate. This is a mod killer. How am I supposed to compete against wide AIs for influence at all let alone win the influence battle when I only have a handful of cities. There is no scaling, no buildings, not anything to compensate for play style. I am really needing some kind of suggestion on how to fix this through editing the mod that would be balanced, if that is possible.
Haven't you tested the mod with tall games and seen the kind of devastation that happens when you double the paper cost without doubling the influence? By the end you are paying twice as much for half the result. This is not sustainable in a tall game. There is nothing you can do to compensate for this. Please help.
I don't think this aspect of the mod has changed in a long time, so yes, it's been tested pretty thoroughly. A Diplomatic Victory favors a wide playing style, to some degree. But I mostly play tall (4-5 cities, then expand some more late), and gain control of the WC very early on in almost every game I play, when it's no problem as a tall civ. After that, it's if anything too easy to snowball a chain of "spheres of influence" into an eventual Diplo victory.
It could be that the difference is that I play exclusively on huge maps. I go from making 6 Emissaries with 120 influence to 1 Envoy with 30 influence and it can take over 15 turns to get to the nearest city state. I think diplomatic movement rates need to scale with map size to fix the problem. There is no way you can call what I just described on a huge map as sustainable. I somehow wound up with a huge continent that has no Civ-States on it even though there are 41 in the game. I can't make up the travel distance no matter what changes I make. This is definitely in need of a solution.
Yeah, that is different -- and bad luck! I've just never noticed complaints about tall and a Diplo vicotry before.
This is true. And with the AI having a seemingly endless supply of Great Diplomats (together with legions of paperless diplomats/envoys/et al.) it's a battle that can never be won, not even close.@Gazebo I really like this mod but it is brutal for tall playing style. You intentionally make paper less and less efficient as you increase in eras and then provide no way at all to get enough paper to even begin to compensate. This is a mod killer. How am I supposed to compete against wide AIs for influence at all let alone win the influence battle when I only have a handful of cities. There is no scaling, no buildings, not anything to compensate for play style. I am really needing some kind of suggestion on how to fix this through editing the mod that would be balanced, if that is possible.
Haven't you tested the mod with tall games and seen the kind of devastation that happens when you double the paper cost without doubling the influence? By the end you are paying twice as much for half the result. This is not sustainable in a tall game. There is nothing you can do to compensate for this. Please help.