theperezident
Chieftain
- Joined
- Apr 3, 2023
- Messages
- 2
Hi all! New poster, long-time lurker on these forums here. I wanted to ask anyone's opinion on the following issue I'm looking to address.
In the "Future" multiplayer scenario that is very popular in the CivPlayers Civ 3 League group, based off the Future start mod that came pre-packaged with Conquests, all players start on turn 0 by changing governments from Despotism to whatever gov they wish to play throughout the game.
For Religious civilizations, this is easy enough, you can switch to your new government on turn 2, no questions asked. However, for non-Religious civs, anarchy is VERY random, spanning from 2-6 turns, completely RNG based. "Future" is the only common multiplayer mod that uses government changes like this, besides the "Modern" multiplayer mod, which guarantees that all Civilizations are Religious.
My goal is to implement a system where Religious civs still maintain a tempo advantage in game with their short anarchy, but for non-Religious players to have a consistent anarchy period that isn't so inconsistent, adding to the incredible uncertainty that already exists in MP games (land imbalance, resource imbalance, random Civilizations, etc.)
Despite my best efforts to scour the internet for resources, and even attempting to hex-edit my .biq files, I've found no way to create a fixed anarchy period for non-religious civs. I've even attempted some unconventional workarounds, such as all governments being locked behind a technology that is researched in 4-5 turns with no science spending (default citizens produce science in Future), but that punishes players that would otherwise spend their 4-5 turn anarchy moving their settler to a better starting location, as they don't start researching until their capital is planted and their citizen starts producing science.
I'm open to any ideas/brainstorms here, I appreciate your time and attention!
In the "Future" multiplayer scenario that is very popular in the CivPlayers Civ 3 League group, based off the Future start mod that came pre-packaged with Conquests, all players start on turn 0 by changing governments from Despotism to whatever gov they wish to play throughout the game.
For Religious civilizations, this is easy enough, you can switch to your new government on turn 2, no questions asked. However, for non-Religious civs, anarchy is VERY random, spanning from 2-6 turns, completely RNG based. "Future" is the only common multiplayer mod that uses government changes like this, besides the "Modern" multiplayer mod, which guarantees that all Civilizations are Religious.
My goal is to implement a system where Religious civs still maintain a tempo advantage in game with their short anarchy, but for non-Religious players to have a consistent anarchy period that isn't so inconsistent, adding to the incredible uncertainty that already exists in MP games (land imbalance, resource imbalance, random Civilizations, etc.)
Despite my best efforts to scour the internet for resources, and even attempting to hex-edit my .biq files, I've found no way to create a fixed anarchy period for non-religious civs. I've even attempted some unconventional workarounds, such as all governments being locked behind a technology that is researched in 4-5 turns with no science spending (default citizens produce science in Future), but that punishes players that would otherwise spend their 4-5 turn anarchy moving their settler to a better starting location, as they don't start researching until their capital is planted and their citizen starts producing science.
I'm open to any ideas/brainstorms here, I appreciate your time and attention!