[WARLORDS] Nyomod

GRM7584

King
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Location
Orlando, FL
Note: For anyone interested, I am no longer supporting this mod. I am in the process of slowly converting this mod to BTS while making minor alterations along the way. Apologies to anyone who enjoyed this mod and wished for its relativistic historical and content-packed goodness to continue: You will have to wait a bit longer before anything playable is ready. - June 22, 2008

Nyomod - Warlords-only (2.08) XML mod: Civics, Techs, Unique Religions, Historical Accuracy...
Declared Stage: Alpha. Feedback/Testing/Basic Balance/Feature Creep.
Download Immediately!

Current Readme:
Nyomod: Phase Doki-Doki. V.004
-Mod by GRM7584

Functionality: Loads, Plays. Potential for bugs: Low. Known bugs: Few.

Balance: Some Testing Done. Religious foundings approaching optimum dates, most techs in line. Some rebalancing done on techs, buildings, civics, and traits.


What is the purpose of Nyomod?
-To alleviate historical inaccuracies, expand gameplay options, Make use of Warlords assets, and add brand new historical inaccuracies.

What can I expect?
-A whole lot of XML modding. New units, new buildings, new techs, and extensive changes to all existing units and buildings.

I demand specifics!
-6x7 Civics Grid, Unique Religions, Religious UUs, Horse Archers that use-*gasp*-archery (Ranged), a Sprawling tech tree (122 techs, all with game effects), more potential for historical accuracy (Pyramids can be completed by 3000 BC with effort, Religions will be founded closer to realistic dates), more traits (all of which have benefits for development and war), and Earth scenarios at various dates as "starting points".

Where is this mod going?
-Theoretically, it is improving in balance and completion until it hits V.100. The next step would be phase Buru-Buru, incorporating choice mod components and graphics from the CFC community (The first aspects of this phase have already begun, ahead of schedule). After that, phase Pan-Pan, the final incarnation of the mod, for when Beyond the Sword is released.

Compatibility Notes:
-Compatible with Terrain Graphics alterations (such as Blue Marble)
-Compatible with Kael's Speed Mod (To merge Speed Mod with Nyomod, simply copy the CVGameCoreDLL.dll file from the Assets folder in Speed Mod to the Assets folder in Nyomod.)

Known Bugs and Incomplete Aspects: Specifics.
-Tech Tree - Some icons missing, notably for certain promotions. No idea why.
-Civilopedia/Strategy/Quotes - Currently only partially complete.
-Units - Nuclear Bomb isn't graphically up to speed.
-Text - Some diplo text may be a bit goofy.

Corrected Bugs/Balance/New Features for next build:
-Fixed Gun Cavalry Tech Requirement and Strength (Should require Rifles and Nationalism, Strength 18)
-Fixed Dragoon Tech Requirement (Should require Flintlock and Statehood)
-May attempt new compatibilities...jdog's Revolutions is a distinct possibility, and keldath has offered a combined .dll with SpeedMod, Flying Mod, Missiles Mod, and Ranged Bombardment Mod. Both will require some XML implementation before they are ready, and the latter may warrant the addition of a new unit which might not be in standard Nyomod.

Spoiler Info and Feedback Needed :

Need Feedback on:
Do Techs match up to historical discovery dates? (See the Tech Tree spreadsheet included for general ideas...I used it to plan out the tech tree and get everything placed snugly)

Do Religions match up to roughly historical founding dates? (Note that order of founding is not that important...just the matching up of dates)

Are Wonders built at historically appropriate times? (Most wonder pedia entries mention their time of completion...mention it to me if there is an entry which does not mention this, or buries the date in its body)

Does the AI use a wide variety of civics? (If all the AIs are *always* using one civic, mention this)

Do all AIs seem to avoid certain techs? (Note that depending on flavor, it is possible for multiple AIs to have a tendency to ignore techs...this is only important if AIs whose flavors match a tech are still ignoring it. For instance, if Shaka is passing up a military tech, or Isabella is passing up a religious tech.)

Do you personally find any particular building or unit imbalanced, or too good to pass up?

Do you find yourself pursuing the same tech strategy or path every time?

How intense is the effect of starting terrain on civs? Are some bonuses, improvements, or terrain combos just too effective to allow?

Are traits relative balanced? Keep an eye out for AIs in this matter: If AIs with a certain trait always seem to be at the tip-top of the list by a 50% lead compared to AIs without that trait, it is probably significant data.

Need Info/Assistance on:
-City Plots in relation to buildings (for missing and mis-scaled buildings)
-Incorporating City Art Styles
-Tech Tree icons (for graphical bug in tech tree)
-Negative unit health regeneration (attrition damage, how to implement)
-Era-Specific Building Models (which xml files, how to implement)


Breakdown of Earth scenarios that are already in, and Earth scenarios that are planned: Post 19

Previews/Files follow.
 
Previews: A sample of the tech tree, civics, and a sample unit.
 

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Since there are a lot of important strategic considerations that seperate this mod from Warlords, I'll list some here for new players. Or, if you want to know more about some of the features of this mod, read on.
Spoiler Features :

Forests and Jungles function quite differently now:
-Forests are now Temperate Forests.
-Jungles are now Tropical Forests.
-Both types remove one food and add one hammer in relation to the base terrain.
-Both types add health, although Temperate Forest adds more.
-Temperate Forests provide 2 hammers at game start when chopped down, Tropical Forests provide 1 hammer when chopped. Chop yields for both will increase dramatically with later technologies.
-Some improvements will be faster to "chop-build": Namely, Farms. Chopping takes a very long time, especially for Tropical Forests.
-Some improvements can be built on top of Tropical Forests: Outposts (Cottages) and Plantations.

-Most of the above changes are meant to better represent mankind's interaction with forests, as well as the ecology of the forests themselves. Early "chopping" primarily represents slash-and-burn agriculture. Later techs provide new uses for "chopping": Gunpowder, for example, spurred a massive increase in deforestation, because of the demand for charcoal. Another historical example is one of the best-regarded theories of the Maya's downfall: having run out of space for agriculture, they "chopped" wetlands, disrupting the local ecology and ultimately ruining their own crops because of it (They ended up with negative health that exceeded their ability to adequately work their farms, in civ terms..."jungles" providing health models this well).

Flood Plains and Oasis:
-Flood Plains are even less healthy to be around, but because they can now support bonuses, they have greater potential for high production.
-Oasis terrain is not as great as before, but like Flood Plains there is a slight chance that certain bonuses will appear (These cannot be "harvested" with improvements, however).


Spoiler Workers :

Workers are a bit different, as well.
-Workers come in 3 flavors: Workers, Civil Servants, and Prisoners.
-Prisoners are captured from the enemy, as you would expect, but work very slowly.
-Workers work at a normal pace, but you can only have a limited number of them (8 by default).
-Civil Servants are more efficient, but you can only have half as many (4 by default).
-All tasks will take a VERY long time at game start, compared to warlords. Do not despair! There are lots of technologies to speed up your workers, as well as a wonder and a civic. Worker speed is important since you have a limited number of them!


Spoiler Improvements :

Apart from being more costly to produce, there are a few things to say about improvements:
-Towns take longer and longer to "level up". Cottage spam is no more; if you want effective towns, you need to pick your techs and civics wisely; there are lots of benefits to doing so.
-Roads add 1 Commerce to ANY IMPROVED SQUARE.
-Railroads add 1 Commerce as well as an additional bonus depending on improvement.
-Windmills and Watermills now carry irrigation; Windmills require it for their food bonus.
-Restrictions to improvements have changed a lot. For instance, you will have to chop a plains or hills forest before building an outpost or farm there (unless there is a food bonus underneath).
-Workshops do not reduce food any more, and are all around a more valid choice of improvement.
-Mind the bonuses that techs provide to improvements; there are a lot of them! Crop Rotation is an early medieval tech that adds a food bonus to farms, Engineering is a classical tech that brings mines up to speed with vanilla civ.
-Labor Civics have a strong effect on improvements. Choose wisely!


Spoiler Civics :

Civics have been expanded quite a bit!
-Starting civics are awful for your civilization; you want to get out of them ASAP, just like the AI. Slavery sounds nice, and is even useful for a small empire, but the costs will destroy you if you try to sprawl out. Don't overextend yourself when you are running starting civics.
-All civics have a purpose. Some may be less likely to be used late game, but still have potential as niche strategies. Be aware of the strengths and weaknesses of a civic before switching to it.
-There are no anarchy-eliminating traits...no toggling civics for Musa or Izzy any more...


Spoiler Units :

Units galore!
-Take note of unit combat classes; almost all units get a bonus against a certain type of combat class. Skirmishers are made for dealing exclusively with Melee units, for instance, while Spearmen are better suited against Mounted units.
-No, really, take note of combat classes: units have changed from warlords. Horse Archers are just that: archers on horseback. Their harassment and maneuver tactics are well suited for use against Melee troops, but they are vulnerable to enemy cavalry and foot archers.
-Many units have different stats and new requirements. Legions and Janissaries are quite powerful, yes, but they require a barracks to even be built. Legions are available later than regular swordsmen, leaving Rome more vulnerable in its developmental stages. Gallic Warriors and similarly weak units have been improved to the point of being useful. Indian workers are no more; India actually gets a *real* UU this time.
-Bonuses (Iron, Copper, etc.) are no longer required to build units, except for horses (and even then, only for non-unique units; however, horses will only show up on one continent, as applicable!). Instead, bonuses grant...get this...a bonus to unit production. Having access to a superior source of iron makes certain units build faster, but is not an absolute necessity to build them. It isn't like there are only 4 piles of iron in the entire world, you know.


Spoiler Religion :

Religions have a new face...
-Religions are founded later than you are used to, and should be founded relatively close to "historical" founding dates (Hinduism: ~1800 BC, Judaism: ~1200 BC, Buddhism: ~550 BC, Confucianism: ~400 BC, Taoism ~200 AD [Orthodoxy, per Zhang Daoling], Christianity ~100 AD [Orthodoxy, per St. Ignatius], Islam ~600 AD [Invitation to the public at Mt. Safa])
-Religious buildings have unique effects, some negative, some positive. For instance, building a Mosque neutralizes the happiness of wine and healthiness of swine due to dietary restrictions, reduces wealth slightly due to restrictions on usury, but provides a bonus to trade routes and an additional happiness bonus if Islam is the state religion. It may be unwise to pursue Judaism and Islam if you are reliant on Pigs and Shellfish for health!
-Temples allow access to Religious UUs such as Knights and Mamluks, if your state religion is appropriate. These units are more effective than ordinary counterparts (Jewish Slingers, for instance, are stronger than regular skirmishers while filling the same role).
-Religions have restrictions on spread rate and number of missionaries based on the missionary traditions of each faith. Islam and Christianity, though they come late in the game, can spread quickly and support many missionaries at once. Earlier religions must take advantage of their ability to spread to pagan cities before the later religions come around, especially Judaism.

Some further notes on themes:
-Hinduism: Balanced contender; Early Happiness, Early Missionaries and staying power, High Culture. The key advantage of Hinduism is its early start and ability to stay strong: spread out before the later religions get a chance to compete with you!
-Judaism: Wealth; Poor missionaries, above-average spread rate. Get the shrine (Temple Mount) up early to help spread your religion! Synagogues boost wealth but negate some health resources; prioritize the acquisition of kosher foods for your people and health-boosting buildings.
-Buddhism: Health; Above Average missionaries, Good Culture. Pagodas increase health, but also increase war weariness; don't be too aggressive.
-Confucianism: Balanced Economy; Mediocre missionaries and spread, solid bonuses to research and wealth. Do not overexpand; your Fuzi Miao are preaching a reliance on virtuous leaders, and if you don't keep an eye on them, they will become too corrupt!
-Christianity: Production and Research; Excellent missionaries, temples boost production at the expense of health, Abbeys are research powerhouses. Work Ethic and Asceticism are a powerful civic combination for a Christian civ. Christian Wonders are good for continental happiness (Notre Dame) and Specialists (Sistine Chapels). If you get them, try to employ specialist-improving Wonders and Civics to maximize the effects of higher population and better specialists.
-Taoism: Long-term Happiness, Culture; Reasonable missionaries, Grottos provide lots of happiness but negate several animal-based luxuries. Taoists get along swell with the natural environment, so they aren't going to be as fond of material trappings like Fur Coats, Ivory Mantlepieces, and Whale Oil as most folks. However, all these luxuries are made obsolete by later advances, so Taoism has more staying power than one would otherwise think. More importantly, Taoist Golden Temples provide 2 Great Prophet Points! Get to Aesthetics and build those things soon to take full advantage of this religion.
-Islam: State Religion and Trade; Excellent missionaries, additional happiness with state religion. You have the most to gain by maintaining a state religion and spreading it to all your neighbours; the diplomatic bonuses for having the same faith ensure open borders agreements, which ensures you get the best return on your Trade bonuses. Islamic Wonders provide bonuses to all Islamic buildings...if you get them, make sure to build Masjids and Madrasahs everywhere to take full advantage of this! Try to get the Pharos and Temple of Artemis under your control.


Spoiler Techs :

Lots of techs means lots of choices...
-Techs will come faster than normal, so stay on your game when it comes to trading with the AI. Tech trading also comes a little later than normal, so be prepared for a somewhat rough early game on higher difficulties.
-Don't forget that when techs have multiple "OR" prerequisites (line connections on the tech screen), you can benefit from researching all of the "OR" prerequisites before you pursue the main tech. Also be aware that advancing in ages decreases the costs of all techs.
-Every age except the first has at least one "Free Technology" advance and one "Free Great Person" advance. Be aware of their location...AIs will prioritize these techs, especially science-flavored leaders.
-Every age has at least one tech that increases trade routes by one. Trade has a lot more potential in this mod than vanilla civ, so take advantage of it if you can, and be ready to formulate alternative commerce strategies if you become isolated.


Spoiler Traits :

-Charismatic - +50% Great Generals, +50% National Wonder/National Project Construction, +2 Happy for Monuments, Broadcast Towers
-A Charismatic leader can sway their people to great deeds in war and peace. Their positive image makes them a role model behind which a society can unite, regardless of their actual skill.

-Constructive - +25% Great Wonder Construction, Double Production Speed for Barracks, Walls, Castle
-A Constructive leader is focused on the creation of grand architectural projects, especially if they benefit the state. Military and civilian complexes alike are created faster.

-Cultured - +20% Culture, +3 Happy for Theatre and Stadium
-A Cultured leader is respected by all classes of society for their dedication to the finer arts. Performers and artists are given more attention under such a leader's rule, and they, in turn, gain a reputation for high class.

-Expansive - +25% Settler Production, -25% Maintenance Costs, Free Mobility I promotion for Mounted and Armored Units
-An Expansive leader knows how to claim new lands for their people, whether by plowshare or sword. They will control more cities than their competitors, and their military will be mobile and quick.

-Financial - +15% Gold, +1 Happy for Markets and Banks, Double Speed Ports and Supermarkets
-A Financial leader can handle money and anything related to it. They know how an economy works, and it is easily applicable knowledge to the running of a nation...or an army.

-Imperial - +2 Culture All Cities, Double Production Speed for Courthouse, Free Combat I promotion for Melee, Gunpowder Units
-An Imperial leader's focus is the creation of a stable and strong civilization; one which balances identity, bureaucracy, and conventional military strength.

-Industrious - +100% Worker and Civil Servant Production, Double Speed Forges, Factories, Drydocks, Airports, Free Combat I promotion for Air and Naval Units
-An Industrious leader inspires their people to hard work, making it a fundamental characteristic of their nation. Some of the best machines of war are likely to be produced in the forges and factories of a civilization headed by such a leader.

-Innovative - +15% Science, +1 Happy for Libraries and Universities, Double Speed Observatories and Labs
-An Innovative leader keeps their people on the cutting edge of science and technology; all facets of society will progress faster on their rule.

-Organized - +2 Health/Happiness all cities, Free Drill I promotion for Archery and Siege Units.
-An Organized leader is both a planner and a strategist. Cities under their jurisdiction benefit from improved urban planning and care, and are defended by a rigidly trained military. Sieges on enemy cities are executed with precision and skill.

-Progressive - -25% Experience Needed for Combat Level, +50% Great People
-A Progressive leader sees a bright future for their people, and is always ready to support programs and incentives that will shake up stagnant areas of their civilization, both humanitarian and military.

-Tactful - +100% Great General appearance in friendly territory, +50% Trade Route Revenue
-A Tactful leader has a way with words when it comes to diplomacy, and it shows even in domestic affairs. Improved trade during peacetime is the most obvious result of their discretion, but when their civilization is under threat of an enemy, such a leader can garner support at home and abroad with greater ease.

-Spiritual - Double Speed Production of Temples and Monasteries, Free Supply I promotion for all units
-A Spiritual leader has a deeper, more reflective side than comparable heads of state. They are more understanding of beliefs and interpretations of those beliefs, and when they see no choice but violence in dealing with others, the welfare of their troops stands above all else.


Spoiler Unit Credits :

Culverin (woodelf's Siege Gun with C. Roland's textures), Dhow (Arne's Dromon), Cannon Galley (C. Roland's Galleas), Steam Cruiser (Chamaedrys' Light Cruiser), better Galley, Ship of the Line, better Immortal, better Dragoon (previous 4 entries by Rabbit, White), Cuirassier, Lancer, Fusilier (all from AlazkanAssassin's Napoleonic Europe mod, some may be from other unit artists but I couldn't find them or their credits independently).


Reserved: Pre-Woodelf position.

(No more reserved posts)
 
already D/L .all i can say is WOW does this look interesting :goodjob: :)
first bug report to ;)
The Oracle WW only require 50 sheilds to build :lol:
 
Heh...yes, there will be a number of little things like that to be fixed. I originally started with a *much* bigger mod, that I hope this one will eventually become, in which the oracle was a regular building instead of a world wonder. I ultimately decided to stick with the same world wonders that warlords has, for wonder movie consistency, although the effects and costs have changed. I'll have the Oracle's cost fixed for the next build, and anything else I can find.
 
woodelf said:
Interesting looking mod GRM. A reason to use my Warlords CD. :)

Hope you like it. Note the use of bonus production modifier for units, in regards to the SMAC project. Hopefully I'll see some community feedback on whether this is a good and balanced idea or not.

Unrelated note, to the general modding public: Are the Mobile SAM and Mobile Artillery units in the Vanilla Units/Scenarios folder fully implemented graphically? What's missing, if anything? I'd love to add a couple units to the modern era to flesh out the additions to this mod.
 
GRM
you have stated that you are looking for feedback about balance playablity et al. so here goes :D ;)
I have played an open on three games & one game to 995 ad on epic. save at bottom
I can guess that your intent is to slow down the early part of the game ( as almost all of the "major" mods have done in one way are another).BUT with the combination of raising the culture threshold
& civic changes that reduce sci- cul- and income as well as add additional maintance costs ,I can only describe the begining as ponderous at best . The start is so slow the fun of playing is almost lost. The only time i got my first cities borders to expand in less than
60 turns was playing with the 20% culture trait to off set the 10%-
from one of the early civics . the others took a mind numbing # of turn
I like the idea of civics having both positive & negative traits
but almost all of the starting civics' are crushingly negative for both the human & ai players . Yes i know this gives you a reason to switch to new civics but....
IMHO you need to come up with a new game speed btw epic & mar
around 775 to 825 with cresponding changes to game speed XML
positives :goodjob: :)
LOVE the new tech tree !
love the rethinking of civics but once again reduce some of the neg
also all of the miltary civics are kinda the same
I do like new mil unit -new way of getting mil promotions -new buildings -wonders
I also have looked though the civilipedia and seen that you can get more cul -sci- income from many of the buildings so that is good ,you just can't get started
I will be glad to continue to provide feedback if you want
I don't want to be to negative ,am trying some moding myself and
do realize HOW MUCH work this was but ...
look at this save and realize it is 995 ad
monarch -fractal -stand
this would be good if it was 1ad but.....
I am ahead in sci and 2nd on the power graph and only have 11 mil units !!!!!! Go in w/b and see if this will help in helping with
balance ,i will keep playing this game to see were i can get
 
Hmm...yes, the AI isn't faring very well on that. Interesting. I have been playing a few games myself and I've been very pleased with the results, my games were (and always are) on Emperor-Standard Size-Standard Speed. I will look into rebalancing the higher gamespeeds; I never play on them so this is the sort of information I need, since those gamespeeds are apparently popular, after all. I noticed you only had 2 workers and the AI had fewer units than normal, so the first thing I'll tweak is unit production speed for those speeds.
I was thinking the same thing for some of the military civics...they need tweaking to make that line interesting, as currently the only 'unique' ones are pacificism and professional army.

The Navy Seal said:
Is this 2.08 compatable?

It is indeed. I'll add that to the first post.
 
Really excellent mod :)

I'm playing Korea on Monarch. I have the misfortune of sharing my continent with Temujin (genghis) , Shaka, and Montezuma.

Question, did you change the leader personalites at all? Are the psychos still psychos ? I want to know so I can know what to expect.

I have Hinduism and Judaism so I plan to set them in different religions to get them fighting. I like the early missionary for this.

35 turns to chop a forest. I had a forest grow on my iron ! now it's many turns away. Good fun though.
 
mice said:
Really excellent mod :)

I'm playing Korea on Monarch. I have the misfortune of sharing my continent with Temujin (genghis) , Shaka, and Montezuma.

Question, did you change the leader personalites at all? Are the psychos still psychos ? I want to know so I can know what to expect.

I have Hinduism and Judaism so I plan to set them in different religions to get them fighting. I like the early missionary for this.

35 turns to chop a forest. I had a forest grow on my iron ! now it's many turns away. Good fun though.

Leaders have been tweaked slightly; for instance, Tokugawa isn't *as* dead-set on keeping himself in the stone age by refusing to trade. I will probably be doing a bit more tweaking, especially for some fo the especially psychotic AIs like Isabella and Monty. I've noticed that Shaka is usually pretty mean about trading techs, so I will tinker with that as well.

Yes...all Religions recieve an early missionary to help them hit the ground running; that it is useful for setting up early rivalries is unintended but...er..wait, yes, I mean it was entirely intended. All part of my grand plan :mischief: . Just remember that some religions are better at spreading and proselytizing than others (Christianity and Islam are the best at that, Buddhism is a close runner-up).

I think I will reduce chopping speed for both types of forests...the current time needed is overkill.
 
Interesting tech tree.

Although it is not a game for the cultural victory people like me. I aim not to fight wars.

Interestingly I did not find the slow growth to first and second cultural expansions to be a problem.

Possible bugs, or maybe design features

Musketeers (foot units) upgrade to Dragoons (mounted units).
Gallons (transports) up grade to Ironclads.

Other notes:

There seem to be to many National Wonders to be only allowed two in a city.

Since I don't fight wars, and therefore dont get prisoners, I found 8 workers a big limit. I also had trouble getting enough cities to build enough requsites for some of the national wonders.

I had to colonise some islands which made the worker problem even worse and yes I did also have the 4 advances/extra workers.
 
Dancing Hoskuld said:
Interesting tech tree.

Although it is not a game for the cultural victory people like me. I aim not to fight wars.

Interestingly I did not find the slow growth to first and second cultural expansions to be a problem.

Possible bugs, or maybe design features

Musketeers (foot units) upgrade to Dragoons (mounted units).
Gallons (transports) up grade to Ironclads.

I may need to tweak cultural values, but I thought with all the extra culture buildings it would still be fun to pursue a cultural victory. I only ever win by culture or space race, and I only fight wars as an opportunist, so I am definitely in the "builder" category of players.

Dragoons are actually counted as Gunpowder units, as they fight dismounted: their key advantage is speed and 'strength' compared to musketmen (which primarily represent Arquebusiers and early Muskets, whereas Dragoons represent Fusiliers); once I begin the next phase I plan on having 2 kinds of cavalry in the Early Renaissance that count as mounted; Cuirassiers (Heavy) and Lancers (Light), but currently the only "cavalry" around at that point are the outdated Heavy Horsemen and religious UUs.
And Galleons are classified as Warships as well as Transports; they are actually stronger than Frigates, but not as economical to build. Eventually, I would like them to upgrade to "Ships of the Line" and "Steamers" once I've started on the next phase and have more graphics available.

Dancing Hoskuld said:
Other notes:

There seem to be to many National Wonders to be only allowed two in a city.

Since I don't fight wars, and therefore dont get prisoners, I found 8 workers a big limit. I also had trouble getting enough cities to build enough requsites for some of the national wonders.

I had to colonise some islands which made the worker problem even worse and yes I did also have the 4 advances/extra workers.

I hadn't thought about that for nat'l wonders, and it makes a lot of sense. I'll increase the per-city limit to 3 for the next build.

The workers are definitely a tough limit...I may increase the numbers to 10 and 5, respectively, but I've found that development moves at about the pace I'd like...I dislike seeing roads across the entire earth and every square inch of land claimed before the middle ages have even started. I haven't played on the larger or smaller map sizes; do national unit numbers scale? That is, if you play a huge map, does the hard limit on number of workers increase accordingly? If it doesn't, I'd love to hear how to accomplish that from a modder.
 
Congrats GRM7584

You've managed to come up with a different flavour than all the other mods,

I agree with the worker changing to 10 ,

The other teak I would suggest is , after the middle ages I ran out of city infrastructure to build untill modern era, perhaps bring medicine forward a bit
I did get a bit lost in the tech's I built , so I might not have been too efficient.

The only thing I would add is more ethnic units and buildings , but all in all I like it a lot. Well done.
 
This post is now a list of Earth Scenarios included and planned for Nyomod.
All scenarios are based on the same 90x45 map of Earth which employs an equal-area projection for its cartography.

Already in:
Earth 4000 BC (Random Civs, Random Starts)
Earth 4000 BC (Random Civs, Fixed Starts)
Earth 2500 BC (Ancient City-States)
Earth 200 BC (Rise of Rome)
Earth 800 AD (Early Middle Ages Rivalries)

Planned Scenarios:
Earth 1500 AD (Age of Exploration)
Earth 1800 AD (Napoleonic Wars)
Earth 1900 AD (First and Second World War)
Earth 1950 AD (Cold War onwards)
 
Seth145 said:
Congrats GRM7584

You've managed to come up with a different flavour than all the other mods,

I agree with the worker changing to 10 ,

The other teak I would suggest is , after the middle ages I ran out of city infrastructure to build untill modern era, perhaps bring medicine forward a bit
I did get a bit lost in the tech's I built , so I might not have been too efficient.

The only thing I would add is more ethnic units and buildings , but all in all I like it a lot. Well done.

Unfortunately there are only so many building graphics available from warlords, which is a limitation for the first part of this mod; I'll definitely be taking advantage of the units and buildings available on CFC when it comes time for that, though, and Middle Ages/Renaissance buildings are indeed a priority. I have plenty of ideas stuck around from my previous, much larger mod plan, from reliquaries to sculptors. I also want to have ethnic units...eventually.

In the meantime, I may move a couple buildings. Hospitals can be accurately moved to an earlier tech such as Humanism, although the graphic won't fit very well.
 
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