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Duplicity? Why? (Not that I like the name "Shadow War" better. It feels like some fantasy concept for me. It may be clear for a native English though...)
I see Duplicity is a movie title, but that refers to a person - an agent - rather than a government.
 
I like the phrase "Shadow War" and it implies a war fought through means other direct conflict, for instance the Cold War's aggressive recruiting of allies and puppets in an ideological showdown between the two superpowers.
 
I like the phrase "Shadow War" and it implies a war fought through means other direct conflict, for instance the Cold War's aggressive recruiting of allies and puppets in an ideological showdown between the two superpowers.

THX for explaining. It's always good to get linguistic confirmation from a native speaker :)
 
I have an idea about the civic building of Belligerence.
What if Rally Flag would provide some happiness - maybe 0.2 per population BUT could only be built or active when you are at war with someone. The code allows that but this feature is not used anywhere.
 
After I posted that, I also thought of the Vorlons and the Shadows from Babylon 5, which really was a shadow war. :p

How will Rally Flag function when there isn't a war? Will it just disappear?
 
I have an idea about the civic building of Belligerence.
What if Rally Flag would provide some happiness - maybe 0.2 per population BUT could only be built or active when you are at war with someone. The code allows that but this feature is not used anywhere.

That'd be sweet. Gives users a reason to actually be belligerent.
 
After I posted that, I also thought of the Vorlons and the Shadows from Babylon 5, which really was a shadow war. :p

How will Rally Flag function when there isn't a war? Will it just disappear?

Becomes inactive like civic buildings when switching out; religious building when religion decays; resource/energy requiring buildings without the requirement; etc.
I was experimenting with it a few months ago, I hope I remember well how it works :mischief:
 
Chronicles 1.4b (fixed)

Download:​



Changelog:
=========
Updating modules to rev 1039 so it is playable again.


Civic Reforms (1.3b)

Republic:
+2 :) in largest cities (instead of all cities)
Prophets:
religions spread +50% faster (was +100%)


In the Beginning (1.1b)

Axing techs: Cooking, Chasing, Dance and Carving (temporally at least)
Venus of Villendorf: add city needs 25% less food to grow
Archery requires Weaving too
Pottery no longer requires The Wheel


NOTE:
The modmod is not flawless but playable. I have a lot of things in mind to add/change/polish.
This is probably my last update as a module compilation. In ver2.0 I will merge Civic Reforms, In the Beginning and Jewels of the Land into a single module. It's very hard and complicated to create a multi-module modmod where every module can be run with or without any other module.
 
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Problem: icons for buildings like the grange and emperor's altar are borked. When I tried to build a grange, my game crashed!
 
Problem: icons for buildings like the grange and emperor's altar are borked. When I tried to build a grange, my game crashed!
Okay, I checked but found no problem :dunno:
Are you sure everything is installed properly?
Can you post a savegame and/or screenshot?
 
Okay, I checked but found no problem :dunno:
Are you sure everything is installed properly?
Can you post a savegame and/or screenshot?

I cross checked your chronicles fpk file with the artdefines XML file, buddy. I even made sure it was the latest version of it and not an older one. Everything was installed perfectly properly.

Looks like you forgot to pack the additions in the FPK file before you uploaded. I jury-rigged a "fix" for my copy, but you need to repack everything properly.
 
Here are my upcoming changes for civics.
Please note that I am replacing Proletariat society civic with Clans (more details later).
Words in GREY indicate forbidden civics.

Governments
Spoiler :

upload_2016-12-5_15-52-25.png


Other restrictions:
Spoiler :
upload_2016-12-5_16-0-54.png

As you may notice many of the starting, first (and sometimes the second) civics "go obsolete" whet switching out of them.

EDIT:
The following civics will also be mutually exclusive:
Private (Welfare) vs. Planned (Eco.)
Church (Welfare) vs. Atheist (Rel.)
Planned (Eco.) vs. Mainstream Media​
 
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There are a couple of new things I want to try int he next version. I want to make civics more focused to a specific purpose. By having restrictions it is no longer a problem, if some effects reappear in more civics. "I cannot get this effect with this combo but can have it with that..."

President:
I never understood why it has its actual effects. President is very akin to Monarchy in some aspects, so I think of these changes:
ax +15% military unit production, +15% hammers and -1 :)
-20% maintenance for number of cities and distance to palace
+1 diplomatic relations
No unhappiness in capital

Single Party:
We already have hammer booster civic in this category (Bureaucracy), so this could be more espionage focused.
+1 espionage point from all specialists
axed +25% hammers


I already mentioned that I don't like Proletariat civic and why not, but Vokarya is right about the thing that an early alternative is nice. So I want to replace it with Clans. I imagine it as mix of Feudal, Nationalist and Liberal.
Requires Mythology
Extra unhappiness per 25% taxrate
+1 unhappiness per 10% foreign culture
+10% city deffense
+50% Xp inside borders


I am also unsatisfied with Terrorism and Manifest Destiny, so I plan to completely rework them into Asymmetric Warfare and Expansion, with more straightforward effects.
 
An other idea I want to try is to link city size to the suburbans.
I want to mod Village Hall line the following way:

Cities receive a free specialist per improvement according their state of development. No more free specialists by default.

Village Hall:
+1 free specialist per Cottages and Hamlets
+1 Local stability bonus (was +3)
Town Hall:
+1 free specialist per Cottages, Hamlets and Villages
+2 Local stability bonus (was +3)
City Council:
+1 free specialist per Hamlets, Villages and Towns
+3 Local stability bonus (was +3)
Wonder Limit +1
Metropolitan Administration
+1 free specialist per Villages and Submerged Towns and +2 per Towns
+4 Local stability bonus (was +3)
Wonder Limit +2
Capital Administration:
+1 free specialist per Villages and Submerged Towns and +2 per Towns
+1 free specialist
+5 Local stability bonus (was +3)
Wonder Limit +3
 
You're onto something with the civics. I wanna see what you're going to achieve.

As for the village hall thing, it could become overpowered if handed incorrectly. Test it for a while, see if it breaks things.
 
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