AND Enhanced Civics Mod 1.0

Thx for the update.
Anyways sovereignty is broken, unless you run 100% science you get a lot of unhappynes, killing any civ that adopts it within a few turns(assuming revolutions are on).

Thanks, I'll take a look at it.
 
Sorry about this offtopic, but somebody knows, how can I shut down tech for resources trading? I don't like this 1.76's feature, because AI can give all techs for corn (or other not valuable resource). And after 10 turns I cancel the deal and get another pack of techs.

I scouted advanced diplomacy settings, but it is possible only to shut down tech trading completely.
 
Sorry about this offtopic, but somebody knows, how can I shut down tech for resources trading? I don't like this 1.76's feature, because AI can give all techs for corn (or other not valuable resource). And after 10 turns I cancel the deal and get another pack of techs.

I scouted advanced diplomacy settings, but it is possible only to shut down tech trading completely.

It is either by turning Advanced Diplomacy Off at Game set up or in the BUG Options screen. But I'm not 100% sure that will do it either. Advanced Diplomacy is either On or Off and there is no subsections/options with in it.

And I'm not sure what section of the Mod contains the Diplomacy files.

But Giving a resource for tech can also be done by the AI. So it is a 2 way street.

Ever sell a worker or Mil unit when you were low on Gold? I have and it comes in very handy. Of course I rarely buy workers or Units from the AI so one side of the street is more busy than the other. ;) :p

JosEPh
 
It is either by turning Advanced Diplomacy Off at Game set up or in the BUG Options screen. But I'm not 100% sure that will do it either. Advanced Diplomacy is either On or Off and there is no subsections/options with in it.

And I'm not sure what section of the Mod contains the Diplomacy files.

But Giving a resource for tech can also be done by the AI. So it is a 2 way street.

Ever sell a worker or Mil unit when you were low on Gold? I have and it comes in very handy. Of course I rarely buy workers or Units from the AI so one side of the street is more busy than the other. ;) :p

JosEPh
I tried to set down advanced diplomacy, it didn't help.
Yes, probably AI are doing it too. But even if they are, they do it slowly and not so cheating like me. :)
And, of course, I will not sell any tech for corn to AI...

For now I just avoid this feature and trade only techs for techs or resources for resources. Although turning it off would be better.

About selling workers... Well, sometimes :) But it's cheating too, so I think to disable it.
 
In my current game I am nearly Liberalism and will try to test late civics. No new bugs for now. Aline's bug is not affected me (probably because I play without revolutions).
 
So, will be this modmodmod bug fixing the old problems? Then we have a new fabulous developer!

"- Specialists now give 1 great person point instead of 3.
- Great Specialists now give 3 great person points.
"
I LOVE this features. On the one hand, due to the mass specialists producing buildings (town hall) they were unbalanced. On the other hand, a "specialist town" is much funnier now. Thanks!

You could also more "specialize" the specialists. Resarcher produce +1 Hammer? Spies produce Culture? :-/
 
"- Specialists now give 1 great person point instead of 3.
I agree this is good feature.

- Great Specialists now give 3 great person points.
Really? Maybe I don't get something, but I have 1 point per great specialist.

I LOVE this features.
Well, good features, but I think, that +3 food from priest is too much. In my current game I built several wonders and get from every priest +3 food, +2 production and +1 gold (and +1 great people point). It is too powerfull.

AI always chooses to place priests as many as possible in every city. Then engineers, and later merchants, etc. It shows who is the most powerfull specialist.

Anyways I played only 2 games, so I'm not sure at this moment. But a good subject to discuss.
 
Aaah, okay, the specialists are already specialized :)

But I miss the old trait, where you can build troops only with food. There was a good tactic with it :-(

As said before, 5 food is too much. You can experimental and say that prophets reduce great people points later in the game. Or they can only found new religions and "spiritual" technologies. Yet, its too powerful.
 
resource for tech wouldn't be so bad if it didn't only last 10 turns..
I would never trade where the AI gives resources coz they just cancel it as soon as the 10 turns is over. If you playing marathon speed, 10 turns is nothing.. I've had AI offer me like 1000 gold 60+gold per turn and like 2 resources just for silver resource.. definately not balanced.

Anyway im really happy someone is working on this mod coz I love it.

Also maybe collossus should be pushed back in the tech tree coz its such a powerful wonder in my opinion.

Oh and something I find is that turning off expanded castles is a bit of a must coz they go obsolete way too fast, maybe bring castle tech closer?

Some of the wonders go obsolete too fast too, like maybe magellans voyage, edinburgh's castle maybe aswell.

Buildings like artist guild although they are powerful, I can't really justify building them coz they go obsolete kinda fast. Like some of the mid game wonder/buildings aren't as good as early game ones due to hammer cost in relation to longevity. Maybe this is games intention idk.

I think generally speaking this game has too many buildings not enough units. Would be nice to have additional UU's too lol

These are all just thoughts of course, no pressure whatsoever.. thx Civthusiast!!!
 
Sorry about this offtopic, but somebody knows, how can I shut down tech for resources trading? I don't like this 1.76's feature, because AI can give all techs for corn (or other not valuable resource). And after 10 turns I cancel the deal and get another pack of techs.

I scouted advanced diplomacy settings, but it is possible only to shut down tech trading completely.


You could turn off resource trading in BUG menu, but this would mean no resource for resource trades, *sry for double post*
 
Civthusiast, you could add something like a "true" democracy, limited by 3 cities or so. This would help small cities, who don't want to stay in a tribe system. I like the idea from civilization V, that small countries have also some good advantages.
 
I'm currently in the industrial era and I feel that technology is moving too fast. I'm researching some things in 2-4 turns. I think that it would be nice to have the costs increased for all tech beyond ancient ones.
 
I'm currently in the industrial era and I feel that technology is moving too fast. I'm researching some things in 2-4 turns. I think that it would be nice to have the costs increased for all tech beyond ancient ones.

Did you play on marathon?
 
Yeah i find tech costs generally to be too fast aswell, except in the beginning where they are so slow and its a real struggle to get off the ground. Once you have your eco established tho you start to fly.

This kinda brings me back to my obsolete buildings point, I think there is a little bit of an issue with the time it takes to build say a bank in comparison to research, I could research 5+ techs in the time it takes to build a bank.

- I like the larger cities mod but I feel its a bit overpowered, maybe there should be some kind of drawback?

- When barbarians become full fledged civilizations and get all the bonus units/great generals this seems really strong especially on marathon speed etc. Basically you are guaranteed to lose 1 city. Could this be edited some how so they recieve other types of units like workers/settlers/galleys etc. Maybe less offensive units and more defensive units. Often i would be quite happy to be friends with them but they always wanna try and conquer me.

On another note, any tips for maintaining happiness since monarchy no longer gives you +1 happy per military garrison. Are you trying to encourage culture slider?
 
Did you play on marathon?
Slarki, I play on epic and agree with TC. Too fast. However I am not sure what is the reason. Even increased maintenance doesn't help to slow it.
I will try marathon next game, maybe it will help something. But I prefer epic, because on marathon I always win too early and do not taste any future techs.

resource for tech wouldn't be so bad if it didn't only last 10 turns..
I would never trade where the AI gives resources coz they just cancel it as soon as the 10 turns is over. If you playing marathon speed, 10 turns is nothing..
Yes, this is not funny. Long deals (depending on game speed) could help to balance it little, but better to rebalance all costs of resources. For example, 1 corn = 12 gold/turn. So AI can buy 1 corn (10 turns) not more than for 120 gold or tech(s) that cost(s) 120 gold. It is simple, if to do it carefully. Maybe with modificateur depending on amount of cities.
 
I'm currently in the industrial era and I feel that technology is moving too fast. I'm researching some things in 2-4 turns. I think that it would be nice to have the costs increased for all tech beyond ancient ones.

Alright I will see what I can do about that. (seems to be quite a few comments about this).
 
Yeah i find tech costs generally to be too fast aswell, except in the beginning where they are so slow and its a real struggle to get off the ground. Once you have your eco established tho you start to fly.

This kinda brings me back to my obsolete buildings point, I think there is a little bit of an issue with the time it takes to build say a bank in comparison to research, I could research 5+ techs in the time it takes to build a bank.

- I like the larger cities mod but I feel its a bit overpowered, maybe there should be some kind of drawback?

- When barbarians become full fledged civilizations and get all the bonus units/great generals this seems really strong especially on marathon speed etc. Basically you are guaranteed to lose 1 city. Could this be edited some how so they recieve other types of units like workers/settlers/galleys etc. Maybe less offensive units and more defensive units. Often i would be quite happy to be friends with them but they always wanna try and conquer me.

On another note, any tips for maintaining happiness since monarchy no longer gives you +1 happy per military garrison. Are you trying to encourage culture slider?

The main reason I removed +1 happiness per military unit is that it was simply too good in comparison to the other government civics which did not have it. You could leave it on monarchy to the end of the game and experience no unhappiness. This was causing cities to expand far to rapidly, and thus become unrealistic and speed the game up even further. I did move the +1 happiness per military to volunteer army, along with +1 gold cost per military unit. This seems more realistic to me and the civic is not available until much later in the game.
 
resource for tech wouldn't be so bad if it didn't only last 10 turns..
I would never trade where the AI gives resources coz they just cancel it as soon as the 10 turns is over. If you playing marathon speed, 10 turns is nothing.. I've had AI offer me like 1000 gold 60+gold per turn and like 2 resources just for silver resource.. definately not balanced.

Anyway im really happy someone is working on this mod coz I love it.

Also maybe collossus should be pushed back in the tech tree coz its such a powerful wonder in my opinion.

Oh and something I find is that turning off expanded castles is a bit of a must coz they go obsolete way too fast, maybe bring castle tech closer?

Some of the wonders go obsolete too fast too, like maybe magellans voyage, edinburgh's castle maybe aswell.

Buildings like artist guild although they are powerful, I can't really justify building them coz they go obsolete kinda fast. Like some of the mid game wonder/buildings aren't as good as early game ones due to hammer cost in relation to longevity. Maybe this is games intention idk.

I think generally speaking this game has too many buildings not enough units. Would be nice to have additional UU's too lol

These are all just thoughts of course, no pressure whatsoever.. thx Civthusiast!!!

I will see what I can do about balancing the resource trading option, and also work a bit on balancing the building costs just a tad.
 
Aaah, okay, the specialists are already specialized :)

But I miss the old trait, where you can build troops only with food. There was a good tactic with it :-(

As said before, 5 food is too much. You can experimental and say that prophets reduce great people points later in the game. Or they can only found new religions and "spiritual" technologies. Yet, its too powerful.

I plan on doing some more balancing with the specialists for version 1.1.

I would like to make the specialist's bonuses more civic related, so that certain specialists would be more productive under some civics than others and vice versa.
 
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