UGO
Civilization Fanatics' Center  

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.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - The Ancient Mediterranean MOD

Reply
 
Thread Tools
Old Jan 09, 2008, 12:13 PM   #1
galahadba
Chieftain
 
Join Date: Apr 2006
Posts: 55
Balance

Hi, well i begun with the mod yesterday, after playing with agamenon i found the sieges in this game very very strong...

To get the city to gain defense bonus aside from culture is much more dificult as you have to build first the wooden wall than the real wall... but to get down this bonus you have siege engines that take of 30% per turn, this makes walls almost uselless, i think that at that time the cities that had walls were veeerrryy dificult to take.

Maybe make city walls cost more hammers, and needing a later tech, and getting the sieges to take much less defensive bonus would make it better?

Last edited by galahadba; Jan 09, 2008 at 12:19 PM.
galahadba is offline   Reply With Quote
Old Jan 09, 2008, 01:39 PM   #2
Shqype
Shqyptar
 
Shqype's Avatar
 
Join Date: Nov 2005
Location: New York + Shqypni
Posts: 2,464
Images: 2
Delete your current TAM folder, download the latest version of the mod (v0.74) ... this has been addressed. It's not perfect, but it's much better.
__________________
BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks!
Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization

Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS
[BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius)
How to pronounce my username (with audio samples)
Shqype is offline   Reply With Quote
Old Jan 13, 2008, 05:01 PM   #3
galahadba
Chieftain
 
Join Date: Apr 2006
Posts: 55
Quote:
Originally Posted by Shqype View Post
Delete your current TAM folder, download the latest version of the mod (v0.74) ... this has been addressed. It's not perfect, but it's much better.
Well actually i am playing the version 0.74. the probelm is that you get a siege ram with bronze working that take -30% city defense per turn, while palisades + City walls give you +30% (if i am not worng), cultural bonus is almost inexistent... só actually this makes walls uselless, as with only one unit you can get all the city defense and atack in just one turn (or be atacked), there is no more siege on citys.

i think that this should be balanced, a grow up city , with walls should get at least 3 or 4 turns to get its defense to 0%, not one turn with one unit.
galahadba is offline   Reply With Quote
Old Jan 15, 2008, 01:36 PM   #4
Shqype
Shqyptar
 
Shqype's Avatar
 
Join Date: Nov 2005
Location: New York + Shqypni
Posts: 2,464
Images: 2
OK, I must have overlooked the Siege Tower.

They will all be reduced even further. The idea of low cultural bonus was that a city should still be "conquerable" without siege engines; in vanilla CIV they're almost a necessity because otherwise you have nearly no chance of breaking through the defenses.
__________________
BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks!
Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization

Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS
[BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius)
How to pronounce my username (with audio samples)
Shqype is offline   Reply With Quote
Old Jan 16, 2008, 01:26 PM   #5
jefmart1
Prince
 
Join Date: Aug 2005
Posts: 461
You could raise the cultural defenses, and leave siege engies the way they were, BUT; you could give foot units siege capabilities of like -1% to -5%. That way you wouldn't need siege engines. This would represent the damage the could do on their own around the coty , like burning crops for example.

The most realistic thing would really be to have a "passive" lowering of defenses if you have the city surrounded. Like if you had a unit on four sides then it would be "under siege" and lose defenses. Perhaps the blockade feature of ships could be used somehow?
jefmart1 is offline   Reply With Quote
Old Jan 21, 2008, 04:28 AM   #6
davbenbak
Lackey
 
Join Date: Jun 2003
Location: Texas
Posts: 637
Speaking of balance, I had a rough time getting started with the Greeks so I moved their starting location over one space to the right, which makes more room for Sparta, and changed their starting tech of ceremonial burial to fishing. Much more balanced this way.
__________________
What if the hokey pokey really is what it's all about?
davbenbak is offline   Reply With Quote
Old Jan 21, 2008, 05:20 AM   #7
ambrox62
Prince
 
ambrox62's Avatar
 
Join Date: Mar 2005
Posts: 517
Quote:
Originally Posted by davbenbak View Post
I had a rough time getting started with the Greeks so I ..... changed their starting tech of ceremonial burial to fishing. Much more balanced this way.
I disagree. Fishing is an expensive tech and only Minoans get it to compensate their tiny starting location.
Leaders of historical major civs (like ancient Greece) get 3 traits advantage instead of 2.
__________________
"Don't be afraid" (J.P.II)
ambrox62 is offline   Reply With Quote
Old Jan 21, 2008, 02:34 PM   #8
davbenbak
Lackey
 
Join Date: Jun 2003
Location: Texas
Posts: 637
There are no Minoans on this map. I'm using the standard 16 civ mediterranean map for BTS. Sorry I should have made that clear in my post.
__________________
What if the hokey pokey really is what it's all about?
davbenbak is offline   Reply With Quote
Old Jan 22, 2008, 08:19 AM   #9
graywarden
Warlord
 
graywarden's Avatar
 
Join Date: Dec 2007
Posts: 126
Civ4 BTS

Davbenbak,

It sounds like you are using an older map to me. Double enter the new maps

http://tam.arbolingo.com/downloads/

one set in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\PublicMaps

one set in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\TAM

and if you are really paranoid like me, one set in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\PublicMaps

Just to make sure....... haha
__________________
Graywarden

aka "the Taminator"

------------------------------------

"it is what it is.......... but, what is it?"
graywarden is offline   Reply With Quote
Old Jan 22, 2008, 09:00 AM   #10
ambrox62
Prince
 
ambrox62's Avatar
 
Join Date: Mar 2005
Posts: 517
Quote:
Originally Posted by davbenbak View Post
I'm using the standard 16 civ mediterranean map for BTS
It's ok, Gray. Standard 16 Civs Med Map has Greeks but not Minoans in.
I played this map a lot, and Greeks always were strong contender.
I don't think they need tech help to increase their power.
__________________
"Don't be afraid" (J.P.II)
ambrox62 is offline   Reply With Quote
Old Jan 22, 2008, 03:02 PM   #11
Whitefire
Emperor
 
Join Date: Jan 2006
Posts: 1,178
Quote:
Originally Posted by davbenbak View Post
Speaking of balance, I had a rough time getting started with the Greeks so I moved their starting location over one space to the right, which makes more room for Sparta, and changed their starting tech of ceremonial burial to fishing. Much more balanced this way.
Thei situation is overpowered. You go for Woodworking first, then take out the Illirian's 2 cities, leaving them dead or with a third city. This means you only have to build 2 more settlers, then wonder/GP spam in Athens. I've played this way 3 times on Emperor and it always works.
Whitefire is offline   Reply With Quote
Old Jan 26, 2008, 03:06 PM   #12
Deon
Dabbling 3d modeller
 
Deon's Avatar
 
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 1,803
But if you play as illirians good (as I like), the poor Agamemnon is definitely in the small place with a few resources... Trapped by other cultural borders in the sea :-\. Monarch settings.
__________________
Warhammer Fantasy Battles conversion beta

My Buildings For Civilization

"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu
Deon is offline   Reply With Quote
Old Feb 01, 2008, 10:42 PM   #13
Shqype
Shqyptar
 
Shqype's Avatar
 
Join Date: Nov 2005
Location: New York + Shqypni
Posts: 2,464
Images: 2
Quote:
Originally Posted by Deon View Post
But if you play as illirians good (as I like), the poor Agamemnon is definitely in the small place with a few resources... Trapped by other cultural borders in the sea :-\. Monarch settings.
I think it's very cool that you like to play as the Illyrians, although I wouldn't expect that from a Russian,

What it comes down to is, any AI is no match for a good human player, regardless of what faction he chooses.
__________________
BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks!
Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization

Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS
[BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius)
How to pronounce my username (with audio samples)
Shqype is offline   Reply With Quote
Old Feb 02, 2008, 06:36 AM   #14
Marmoteo
Chieftain
 
Join Date: Jun 2006
Location: Auckland, New Zealand
Posts: 59
Illyria's starting position is actually not bad (huge map 24 civs). With the fish and timber you get quite a nice amount of food and production, enough to get a good early army. Actually i've seen an Illyria AI on the top 5 scores in my games, they end up raging war against their neighbors (well, might be cause I play with Aggressive AI setting on) and grabbing up neighboring cities
Marmoteo is offline   Reply With Quote
Old Feb 02, 2008, 08:36 AM   #15
davbenbak
Lackey
 
Join Date: Jun 2003
Location: Texas
Posts: 637
Yes, Illyria does start out pretty strong, not only with resources but their UU. Armoured Spearmen still have a tough time against flaxmen while chariots harrass workers, destroy imrovements and pick off stragglers. Tough going for early Greece. Nots so bad after making the changes I talked about in post #6 as well as early expansion to Crete to get my economy jump started. Being hemmed in by Illyria, Dacia and Lydians does force you to use the City State strategy of having just a few really powerfull cities. Cranking out the wonders is great but not when you don't have the units to defend them though.
__________________
What if the hokey pokey really is what it's all about?
davbenbak is offline   Reply With Quote
Old Feb 02, 2008, 12:28 PM   #16
Shqype
Shqyptar
 
Shqype's Avatar
 
Join Date: Nov 2005
Location: New York + Shqypni
Posts: 2,464
Images: 2
The Greeks are supposed to colonize other areas and win cities over with their culture, as they did historically
__________________
BtS Rallying Call: Renaissance Mod of Eastern European Battles against the Ottoman Turks!
Chechen Republic: Chechnya civilization! - Euzkadi: Basque civilization

Ancient Illyria and Ethnic Albania BTS 3.13 compatible! - Kosova Republik Modular for BTS
[BTS SDK MODCOMPS]: Route Restricter (Restrict a unit's movement to roads, railroads, or both!), BuildingCitySizePrereq (Assign city size requirements before cities can construct buildings), Vicinity Bonus (Set units/buildings to only be constructed if resources are in a city's workable radius)
How to pronounce my username (with audio samples)
Shqype is offline   Reply With Quote
Old Feb 02, 2008, 06:01 PM   #17
Marmoteo
Chieftain
 
Join Date: Jun 2006
Location: Auckland, New Zealand
Posts: 59
I 'sort of tried' that, pumping up my culture and trying to absorb nearby cities, but I couldn't get good cities nearby, so ended up trying to go for an early capture of the Minoan cities, and declaring war against Thrace to get their cities around modern day Istanbul. Lydians are also easy to capture as they usually don't get very far in techs, so got their capital and some cities to the west. I usually don't go for Illyria cause they usually have a huge army so I just bribe them to join me in my wars.

My concern is with the Roman AI, i've never seen it getting thru (compared to other 'major' civs like Egypt, Babylonia, Persia, Phoenicia, Carthage, etc which sometimes do get to be really strong). They usually just found cities north of their peninsula and get behind on techs.

Phoenicia usually chooses to expand east and north instead of going a bit down or colonizing Cyprus, and I always find them to be on the top 3 in score.
Marmoteo is offline   Reply With Quote
Old Feb 02, 2008, 06:15 PM   #18
graywarden
Warlord
 
graywarden's Avatar
 
Join Date: Dec 2007
Posts: 126
Civ4 BTS

marmoteo,

yes you are right, phonecia as a rule can be dominate, but i have found they are less so now in the huge24map because of Assyria is now a neighbor.

The Romans are not doing as well as they had in the old 18civmap, where they were more apt to be in the top 5 or 10 in score. they often would be dominant militarily if not in score. this would often lead to their early demise because of too many multi-front wars

It will be interesting to see how this changes with the new version, which rumor has it, may be available soon.
__________________
Graywarden

aka "the Taminator"

------------------------------------

"it is what it is.......... but, what is it?"
graywarden is offline   Reply With Quote
Old Apr 20, 2008, 02:21 PM   #19
nothin_personal
Chieftain
 
Join Date: Mar 2008
Location: Athens
Posts: 22
Playing Vanilla 2.01. What I really hate is that AI wars are usually inconclusive, they fight and fight and there is no result. I don't know for Illyria since I took them out early both times, but the Dacia vs Scythia war is holding for centuries and they can't conquer a single city of each other. Really stupid
nothin_personal is offline   Reply With Quote
Old Apr 29, 2008, 07:29 AM   #20
henryMCVII
Chieftain
 
Join Date: Apr 2008
Posts: 97
Quote:
Originally Posted by nothin_personal View Post
Playing Vanilla 2.01. What I really hate is that AI wars are usually inconclusive, they fight and fight and there is no result. I don't know for Illyria since I took them out early both times, but the Dacia vs Scythia war is holding for centuries and they can't conquer a single city of each other. Really stupid
Hm, something like that did not hapen to me. In my Game the Germanic Tribes conquered the Gauls pretty fast, Illyrians where knocked out by Decebal and Agamanon and Hamurabi was send to hell (or heaven) by Assyrians.
henryMCVII is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - The Ancient Mediterranean MOD > Balance

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
[MOD - BtS] v4.0 of NEW BALANCE (New Balance is back) Dearmad Civ4 - Modpacks 13 Aug 16, 2008 02:17 AM
I need balance LordBuildaholic Civ4 - General Discussions 31 Aug 15, 2008 04:15 AM
Balance changes Surtur Civ4 - Rhye's and Fall of Civilization 1 Dec 16, 2006 11:09 PM
Balance iamdanthemansta Civ4 - General Discussions 1 Jul 01, 2006 01:35 AM
Balance pogue_mahone Civ2 - Strategy & Tips 4 May 05, 2003 04:04 PM



All times are GMT -6. The time now is 03:55 AM.


Powered by vBulletin®
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
This site is copyright © 2000 - 2009, Civilization Fanatics' Center.
Support CFC: Amazon.com | EB Games | Amazon UK | Amazon DE | Amazon CA | Amazon FR