With Patch 3
- While playing the Greeks, I noticed lots of Hoplite-Units cannot be built in late game, because they wrongly upgrade to some cheapish skirmisher.
- Very often when conquering a city I conquered great people. It is pretty usual. Barbarian cities get great people as well, and don't use them neither (I noticed that in self-placed barbarian cities).
- Goats appear in "impassable terrain".
- Is there a possibility for animalfree zones or a limit to animals? I made a map with a large desert and only a few places where one could build a city. So there was a vast area of deserts not being someone's territory. I counted at an average 4 units of animals per spot and they counted up to let's say a couple of hundred. They finished any civ I placed in that area and when I finally took a barbarian city on that coast... it was a massacre... and it took a hundred years... every turn half a dozen attacks...
-The problem with archers. Well, that's a question of taste. But right now in your mod they have 3 advantages as city defenders: They can defend better in cities, they can shoot arrows at the attckers whenever it's their turn and they are a lot cheaper, so you have masses of them. That is way too much.
- Religion too strong in diplomacy. Its a usual thing to complain about people being different and religion is a strong one at that. But in the ancient times the difference was'nt that great and the greeks didn't think bad about the egyptians because of their different beliefs. The Romans did such things, but I guess they were pretty unique in that (at least I never heard anything like that).
- I needed to mod the slaves. Every gladiator gives you +1 exp, so with a couple of wonders, generals and lots of slaves you can easily pop out units with 30 EXP. That defeats the purpose a little imho. But... question of taste of course.
- I had a crash from time to time or my game after change of turn would just sit there a do nothing. That could be solved most of the time by changing CvEventManager.py. I deleted whole chunks of text till it ran again. This was the part I had to erase:
def __eventWBLandmarkPopupApply(self, playerID, userData, popupReturn):
sScript = popupReturn.getEditBoxString(0)
pPlot = CyMap().plot(userData[0], userData[1])
iPlayer = userData[2]
if userData[3] > -1:
pSign = CyEngine().getSignByIndex(userData[3])
iPlayer = pSign.getPlayerType()
CyEngine().removeSign(pPlot, iPlayer)
if len(sScript):
if iPlayer == gc.getBARBARIAN_PLAYER():
CyEngine().addLandmark(pPlot, CvUtil.convertToStr(sScript))
else:
CyEngine().addSign(pPlot, iPlayer, CvUtil.convertToStr(sScript))
WBPlotScreen.iCounter = 10
return
I don't know what it does, but in the end almost nothing worked anymore.
- Villa Rustica is great, but developed towns should still be greater. Otherwise you just put villae everywhere and the roman landscapes looks just weird.
- A fortress in the plains gives *considerably* less defense than any wood, not to mention wooden hill. That's too much difference. You don't need any fortresses as long as you have difficult terrain. Wood 50% ist way too much... I think it's vanilla. It's stupid nevertheless
- Historical inaccuracy: Christians did not end slavery, that is just a myth. They did not bother until the economic situation changed so much, that slaves were not important anymore. And that is AFTER your scenario.
Have fun
- While playing the Greeks, I noticed lots of Hoplite-Units cannot be built in late game, because they wrongly upgrade to some cheapish skirmisher.
- Very often when conquering a city I conquered great people. It is pretty usual. Barbarian cities get great people as well, and don't use them neither (I noticed that in self-placed barbarian cities).
- Goats appear in "impassable terrain".
- Is there a possibility for animalfree zones or a limit to animals? I made a map with a large desert and only a few places where one could build a city. So there was a vast area of deserts not being someone's territory. I counted at an average 4 units of animals per spot and they counted up to let's say a couple of hundred. They finished any civ I placed in that area and when I finally took a barbarian city on that coast... it was a massacre... and it took a hundred years... every turn half a dozen attacks...
-The problem with archers. Well, that's a question of taste. But right now in your mod they have 3 advantages as city defenders: They can defend better in cities, they can shoot arrows at the attckers whenever it's their turn and they are a lot cheaper, so you have masses of them. That is way too much.
- Religion too strong in diplomacy. Its a usual thing to complain about people being different and religion is a strong one at that. But in the ancient times the difference was'nt that great and the greeks didn't think bad about the egyptians because of their different beliefs. The Romans did such things, but I guess they were pretty unique in that (at least I never heard anything like that).
- I needed to mod the slaves. Every gladiator gives you +1 exp, so with a couple of wonders, generals and lots of slaves you can easily pop out units with 30 EXP. That defeats the purpose a little imho. But... question of taste of course.
- I had a crash from time to time or my game after change of turn would just sit there a do nothing. That could be solved most of the time by changing CvEventManager.py. I deleted whole chunks of text till it ran again. This was the part I had to erase:
Spoiler :
def __eventWBLandmarkPopupApply(self, playerID, userData, popupReturn):
sScript = popupReturn.getEditBoxString(0)
pPlot = CyMap().plot(userData[0], userData[1])
iPlayer = userData[2]
if userData[3] > -1:
pSign = CyEngine().getSignByIndex(userData[3])
iPlayer = pSign.getPlayerType()
CyEngine().removeSign(pPlot, iPlayer)
if len(sScript):
if iPlayer == gc.getBARBARIAN_PLAYER():
CyEngine().addLandmark(pPlot, CvUtil.convertToStr(sScript))
else:
CyEngine().addSign(pPlot, iPlayer, CvUtil.convertToStr(sScript))
WBPlotScreen.iCounter = 10
return
I don't know what it does, but in the end almost nothing worked anymore.
- Villa Rustica is great, but developed towns should still be greater. Otherwise you just put villae everywhere and the roman landscapes looks just weird.
- A fortress in the plains gives *considerably* less defense than any wood, not to mention wooden hill. That's too much difference. You don't need any fortresses as long as you have difficult terrain. Wood 50% ist way too much... I think it's vanilla. It's stupid nevertheless
- Historical inaccuracy: Christians did not end slavery, that is just a myth. They did not bother until the economic situation changed so much, that slaves were not important anymore. And that is AFTER your scenario.
Have fun