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#341 | |
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Vorlon
Join Date: Apr 2011
Posts: 6,753
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#342 | |
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King
Join Date: Mar 2011
Posts: 920
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Quote:
I tend to favor those aspects as well, but I'll choose Slavery earlier in the game for the slave units and whipping benefits. Although with growth as it is now, whipping REALLY has to be considered carefully.
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[Currently not modding] |
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#343 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,579
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I go for GP first and science second so yes pacifism and free church with very quick less than 10 turn wars. I use slavery until guilds become available. In fact I skip barter because I usually get slavery 9-10 turns after barter.
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Dyslexia luRs Member of the C2C modding team. |
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#344 |
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Emperor
Join Date: Apr 2009
Posts: 1,138
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Science, Trade Routes, Trade Route yield, and commerce bonuses is what I primarily look for in Civics. Secondary is reduced growth cost for cities, GP rate, and keeping rebellions down. Lastly it's income.
Anything that reduces the primary or secondary I try to avoid if possible. Culture isn't even a factor for me in Civics. It's not really hard to get a load of Culture as it stands now (maybe consider increasing requirements for Culture Levels?) so negative or positive culture doesn't matter much. Speaking of Trade Routes; if anything is overpowered in the game it's Trade Routes. Noticed in one game where I was alone on a smaller continent that my science didn't get up as much as it usually does. Didn't think much of it until after I got Astronomy Navigation and got TR with the rest of the world. Science suddenly shot up from roughly 3k to past 7500. Trade with foreign nations should be good for you, of course, but should it really be attributed to over 60% of your science income? That's like having a cake and eating it too when coupled with Tech Diffusion (which also didn't kick in until I had contact with the rest of the world). 75000 Science Beakers needed for a tech would have been 25 turns. After contact and TR it was 7 turns. Of course this was on any tech I had skipped and thus got a bunch of diffusion help with. Mmm, sorry, got a bit off kelter there... Cheers |
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#345 | |
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King
Join Date: Mar 2011
Posts: 920
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Quote:
I think one of the other modders mentioned that trade scaled, perhaps it should be looked into at some point to see if it's going overboard. If you have a save, I'm sure Koshling would be willing to take a look when he gets time.
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[Currently not modding] |
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#346 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,340
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Most of the Civics now used are IMHO bloated and have been for sometime. And as such are in danger losing their focus(if they have not done so already). It seems the Civics are trying to cover too many bases and aspects of the game beyond their original intended scope and/or category. As to your ?s. 1.Yes I try to use what I "think" is Optimal for my play style. I "want" to win when I play, so I do use certain Civics and disregard others because of How I play. 2. Again Yes the AI does overvalue various Civics and Slavery is/was one of the worst cases. (Pacifism was too but that's been addressed, IMHO it still needs to be eliminated from the Military Civics ). @Eldrin, I know you've put much effort into this, and that my criticism is late in coming forth. You did ask awhile back for it. Thank you for your effort in revising the Civics even if I don't always agree. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#347 | ||
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RoM/AND & C2C player
Join Date: Mar 2004
Location: Western Michigan. For some reason..
Posts: 338
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Regarding slavery,
Quote:
Quote:
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"Never interrupt your enemy when he's making a mistake." “The art of war teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable.” - Sun Tzu Last edited by little_cyclone; Nov 03, 2011 at 05:31 PM. |
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#348 | ||
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,579
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Quote:
I never got around to suggesting actual values.Quote:
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Dyslexia luRs Member of the C2C modding team. |
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#349 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,359
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Quote:
If you want to be a super wealthy trader who buys techs and alliances you should be able to. If you like the brainy route you should be able to. If you want to be a super diplomat or a religious fanatic or a strong armed dictator you should be able to. Each should give you some benefits and some negative consequences. The game too should influence you such as the terrain you end up in. If you work with your terrain you should have an easier time but if you fight it then its harder. Such as wanting to have land wars when your on islands. If you don't research boat techs you will have a herder time. On the other hand if you say have elephants but no horses you should take advantage of he elephants and not be sad that you have no horses. Same goes for any other resource, who your neighbors are and so on. |
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#350 | ||
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Deity
Join Date: Jun 2011
Posts: 3,046
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Quote:
Quote:
The main point: When you give feedback, we would like to know if you think civic/building/unit X is too strong or if you think that the AI overuses it or both. |
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#351 | ||
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King
Join Date: Mar 2011
Posts: 920
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Quote:
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If I make a list of my own top 3 Civics in one category, I'm going to use #1 the most and #2 less often. Those might be the only two I EVER use. But that doesn't mean my #1 is OP. It COULD. But not necessarily. However, if I nerfed my #1 choice, now I have a new #1 (#2 from before) and now I might use THAT Civic all the time. Does that mean it is OP now? Maybe, maybe not. Ideally I WOULD like a decent balance in Civics, but the basis of that needs to reflect their usefulness compared to the other Civics in the category.
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[Currently not modding] Last edited by EldrinFal; Nov 03, 2011 at 11:32 PM. |
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#352 | |
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King
Join Date: Mar 2011
Posts: 920
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Quote:
As it happens, the AI isn't changing Civics ENOUGH. For 150 turns my civ had Barter and didn't change to it, when across the board it is a better Civic than Communalism as far as I could tell. Additionally, another 200 turns, Slavery is discovered in that time, and STILL the AI has not changed from Communalism. Same applies to Anarchism and Chiefdom: haven't changed to the latter (though the duration is less since Chiefdom was discovered more recently.)
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[Currently not modding] |
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#353 | |
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King
Join Date: Mar 2011
Posts: 920
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Quote:
Posting the turn right before the AI decides on the Civic change and goes to Anarchy.
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[Currently not modding] |
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#354 |
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Vorlon
Join Date: Apr 2011
Posts: 6,753
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One of the things I said I'd look at improving in V19 was AI civic choices, to take more account of their traits/personality so as to provide more variance. I've been investigating this today, and it turns out all the necessary code is already there, and the problem is an XML one.
Basically in evaluating something, part of the process involves a flavor calculation (this applies to civics and buildings). Essentailly what is does is: For each flavor type (FLAVOR_GOLD, FLAVOR_MILITARY, etc.) it takes the flavor value defined in its leaderhead info, and multiplies it by the same flavor's value defined in the object being evaluated (civic for the purposes of this discussion). The leaderhead aspect is all fine. Here is an example (this is Asoka): Code:
<Flavors> <Flavor> <FlavorType>FLAVOR_RELIGION</FlavorType> <iFlavor>5</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_SCIENCE</FlavorType> <iFlavor>2</iFlavor> </Flavor> </Flavors> A few civics do define them. Here is Coinage: Code:
<Flavors> <Flavor> <FlavorType>FLAVOR_GOLD</FlavorType> <iFlavor>6</iFlavor> </Flavor> <Flavor> <FlavorType>FLAVOR_GROWTH</FlavorType> <iFlavor>2</iFlavor> </Flavor> </Flavors> |
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#355 | |
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King
Join Date: Mar 2011
Posts: 920
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Quote:
@Hydro Did you want to adjust the Civics in your folder? Or did you want me to do it?
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[Currently not modding] Last edited by EldrinFal; Nov 11, 2011 at 03:43 PM. |
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#356 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,340
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![]() ![]() ![]() ![]() JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#357 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,359
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Should the Eduction, Garbage, Immigration and Language civics be added to the core? They have been around awhile now. And it would be easier to keep track of them if they were all in one file.
What do you guys think? |
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#358 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,579
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Quote:
The others should be merged in.
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Dyslexia luRs Member of the C2C modding team. |
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#359 |
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Prince
Join Date: Sep 2009
Posts: 590
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why to remove them.just keep the outside the core
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#360 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,359
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I noticed that in the civ info files it has ...
Code:
<InitialCivics> <CivicType>CIVIC_ANARCHISM</CivicType> <CivicType>CIVIC_OLIGARCHY</CivicType> <CivicType>CIVIC_PRIMITIVE</CivicType> <CivicType>CIVIC_COMMUNALISM</CivicType> <CivicType>CIVIC_BANDITS</CivicType> <CivicType>CIVIC_IRRELIGION</CivicType> <CivicType>CIVIC_SURVIVAL</CivicType> <CivicType>CIVIC_NOTRASH</CivicType> <CivicType>CIVIC_NOBORDERS</CivicType> <CivicType>CIVIC_IGNORANCE</CivicType> <CivicType>CIVIC_NO_SPEAK</CivicType> <CivicType>CIVIC_NOFARM</CivicType> </InitialCivics> And I guessing the order must go Garbage, Immigration, Education, Language, Agriculture. Right? I personally do not see what the big deal is for Immigration since the default gives no benefits or penalties. Thus its like its not even there for those who don't use it. |
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