0.9.5 released

Er, yes, that would be http://www.7-zip.org/

Great!

I'm not saying that I'm 100% happy with buying WinZip, especially where their components are licensing open source freeware. There are certainly other options.

Just that for the convenience of having one UI for the many compression formats, some people are willing to pay a premium for the "big box" approach.

Each to their own.
 
I'm missing the obvious- where do I download 0.9.5?

Download sticky at the top of the forum, or direct from the database here. I'll add a link at the top of this thread too.
 
Great mod. I would highly recommend it to anyone who plays Civ IV.

I am a huge fan of the Thomas War mod but thinks this trumps it by a great distance.

Things I would like to see added:

Resources appearing on Technological discovery -- so much fun to get a tech and then see unknown resources appear around cities!

Roads should have more meaning -- add a +1 hammer, food, or gold when combined with improvments.

Sea Lanes -- see my mods, but basically a road in the ocean (sea lanes or other naming convention could be applied) that adds movement points and resource gathering abilities with its use.

More units. You did a fab job with the current game but I simple love more units.

Again, I salute you sir for a job well done and I will be playing your mod for the foreseeable future!
 
Resources appearing on Technological discovery -- so much fun to get a tech and then see unknown resources appear around cities!

I agree, though I find it tends to be disadvantageous right at the start of the game. Harder to plan and make best use of the start you're given. For resources that are not as useful until later in the game it's definitely an enjoyable mechanic though.

Now that the Tavern is a medieval era building I'm considering having Coffee, Tea, Cocoa, and/or perhaps Tobacco not be revealed until Crop Rotation or Horticulture.

Roads should have more meaning -- add a +1 hammer, food, or gold when combined with improvments.

Some discussion of routes is already underway over in the Maps and Terrain thread (feel free to join in!) and I think this would be a good area of the game to improve on for the next version. Routes affecting improvements is definitely the best avenue to explore, thanks for reminding me of it!

Sea Lanes -- see my mods, but basically a road in the ocean (sea lanes or other naming convention could be applied) that adds movement points and resource gathering abilities with its use.

Now that is an intriguing idea. I'll definitely take a look when I get some time. Did you need to use the SDK at all for this? How did the AI cope?

More units. You did a fab job with the current game but I simple love more units.

My main restriction with adding new units is art availability. It's not a problem for vehicles and ships but with human-based units it's important to me to retain a decent amount of cultural variation. And of course I want to ensure there is a reasonably important niche for every new unit. That said, I think there is still space for new units and I'll try to add some as I can with each new version.

Something that has been in discussion recently is defining a 'Skirmisher' line of units. I hope to have a look into this for 0.9.6.

Again, I salute you sir for a job well done and I will be playing your mod for the foreseeable future!

I'm glad you're enjoying it and thank you for the feedback and suggestions!
 
When I mouse over the city bar, or mouse over an unavailable specialist in the city screen, I see a building called "FAKE" listed for that city.
 
Sea Lanes require nothing but XML changes. In the two mods that I incorporated them into, I have seen a couple of AI utilize the sea lanes.

I do not know if or how often they have used them.

For players however the Sea Lanes become absolutely critical in fighting wars on different continents -- and obtaining additional value in sea resources.
 
Played a bit tonight with a friend and had a good time, even though we think there is some issues midpoint in the game.

I think adjustments need to be made on the amount of hammers the local terrain can be obtained -- perhaps adding +1 hammer for roads may help.
Cottage, hamlets, and towns needs some sort of hammer boost; perhaps just a +1 initially.
Workshops need an additional hammer.
Seigecraft needed for Forts? We weren't hitting that tech until 1600s? Needs to be changed to something much earlier.
Ocean going travel seems stunted as well as we werent even into the ocean at the 1700s -- Cogs should be able to go in the ocean
No buildings to build in mid point of the game, so unless you are in a war your cities just produce gold
Need to generate hammers for ocean squares somehow -- coastal cities are porked without the ability to generate more hammers
Change the wetlands conversion to Engineering, as the other tech is too late in the game and the square is needed up front -- Romans and Mesoamerica drained swamps routinely.
Windmills seem weak




Finally, one last idea I would like to offer: damage taken in different land sources.

Jungles inflict 10% damage for each square traveled through.
Reefs inflict 15% damage traveled through.
Tundra inflicts 5% damage per square traveled through.
Swamps and the alike, 5% damage per square moved through.

Adds a bit of strategy when placing units and while exploring. Also used with Raging barbarians, it is fun to see the swarms of barbs damaged and resting from the treacherous terrain.
 
Played a bit tonight with a friend and had a good time, even though we think there is some issues midpoint in the game.

I think adjustments need to be made on the amount of hammers the local terrain can be obtained -- perhaps adding +1 hammer for roads may help.
Cottage, hamlets, and towns needs some sort of hammer boost; perhaps just a +1 initially.
Workshops need an additional hammer.
Seigecraft needed for Forts? We weren't hitting that tech until 1600s? Needs to be changed to something much earlier.
Ocean going travel seems stunted as well as we werent even into the ocean at the 1700s -- Cogs should be able to go in the ocean
No buildings to build in mid point of the game, so unless you are in a war your cities just produce gold
Need to generate hammers for ocean squares somehow -- coastal cities are porked without the ability to generate more hammers
...It seems odd to me that you want a lot more hammer production, while at the same time saying that in the mid-game there's nothing to build...

Finally, one last idea I would like to offer: damage taken in different land sources.

Jungles inflict 10% damage for each square traveled through.
Reefs inflict 15% damage traveled through.
Tundra inflicts 5% damage per square traveled through.
Swamps and the alike, 5% damage per square moved through.

Adds a bit of strategy when placing units and while exploring. Also used with Raging barbarians, it is fun to see the swarms of barbs damaged and resting from the treacherous terrain.
The problem is that, again, the AI isn't necessarily bright enough to know about this. It will send its troops marching through three squares of jungle without thinking about it very much, and they come out too beat up to fight effectively.
 
Not odd at all. As the early parts of the game there is quite a bit to build and when cities have typically 4-15 hammers it takes 50 turns to build a temple or market, not to mention heavy troops.

The AI is compensated for its stupidity by the sheer handicap they play on. In my mods I see many of the barbarians resting after slogging through a deep jungle.

Again these are my opinions. Just trying to help the game along.

I have made these adjustments to the mod and will be playing them over the next few weeks.
 
When I mouse over the city bar, or mouse over an unavailable specialist in the city screen, I see a building called "FAKE" listed for that city.

I use a few fake buildings to provide some of the trait functionality and unfortunately they still show up in the UI here and there. I'll see what I can do about these cases. Thanks for the report.

Workshops need an additional hammer.

They're designed to synergize with the Caste System and Professionalism civics. With these they'll produce 3 hammers and 2 commerce, and an additional hammer after Machine Tools. That's pretty strong already.

Seigecraft needed for Forts? We weren't hitting that tech until 1600s? Needs to be changed to something much earlier.

One thing I'm considering is having a variety of different fort-style improvements.

Ocean going travel seems stunted as well as we werent even into the ocean at the 1700s -- Cogs should be able to go in the ocean

What speed and difficulty were you playing on? Ocean travel is placed appropriately in the techtree but the techtree may not correspond ideally with the calendar anymore (I've not changed it at all). At some point I need to tweak it so that it better fits HR's progression.

Cogs and most similar boats of their era were not capable of transoceanic voyages. Have you tried the Extended Coastline option? It allows for a lot more island hopping early on.

No buildings to build in mid point of the game, so unless you are in a war your cities just produce gold

There does need to be a few more buildings available there, yes.

Need to generate hammers for ocean squares somehow -- coastal cities are porked without the ability to generate more hammers

Yes, a few more sources of hammers for coastal cities would be good. Not too many though, I think its important to retain some sense of city specialization and coastal cities are the ideal commercial cities.

Change the wetlands conversion to Engineering, as the other tech is too late in the game and the square is needed up front -- Romans and Mesoamerica drained swamps routinely.

They did but not quite on a scale comparable to what was possible later. Bear in mind that these are wetlands, not just swamps, so we're talking Florida Everglades and South American Pantanal style areas here.

More importantly though, I don't want to front-load too much in the Ancient and Classical eras (more on this later). Wetlands are a terrain that I deliberately don't want to be clearable until later in the game, otherwise its just another variety of Forest or Jungle. They make city location choice a little more interesting. Their most important resource, Peat, is still available as soon as Quarries are but everything else you have to wait for.

Finally, one last idea I would like to offer: damage taken in different land sources.

Jungles inflict 10% damage for each square traveled through.
Reefs inflict 15% damage traveled through.
Tundra inflicts 5% damage per square traveled through.
Swamps and the alike, 5% damage per square moved through.

Adds a bit of strategy when placing units and while exploring. Also used with Raging barbarians, it is fun to see the swarms of barbs damaged and resting from the treacherous terrain.

The problem is that, again, the AI isn't necessarily bright enough to know about this. It will send its troops marching through three squares of jungle without thinking about it very much, and they come out too beat up to fight effectively.

The AI should in theory understand it as its a standard option in the XML, though I wouldn't trust it to make as sensible path choices as the player. Because of this I'd be very hesitant to implement this in terrain that also slows the movement of units. However I think it has potential for Desert and Tundra (exposure to the elements). Maybe Reefs too as naval movement is much more straightforward.

The AI is compensated for its stupidity by the sheer handicap they play on.

True, but I always want to careful about giving the AI too many more options to be stupid if I can avoid it. Otherwise we have to start increasing their handicaps and then things start getting too disconnected.

I think adjustments need to be made on the amount of hammers the local terrain can be obtained -- perhaps adding +1 hammer for roads may help.
Cottage, hamlets, and towns needs some sort of hammer boost; perhaps just a +1 initially.

Rather than adding too many more sources of hammers I think a better option is to adjust what things cost. This is more fine-tunable and doesn't risk things scaling too disproportionally across map types, difficulty levels, etc.

Not odd at all. As the early parts of the game there is quite a bit to build and when cities have typically 4-15 hammers it takes 50 turns to build a temple or market, not to mention heavy troops.

This is related to the 'front-loading' I was talking about earlier. More is available in the first two eras than is generally possible to build with the hammers available. The next two eras - though they do need more added - are a chance to catch up a bit. Theoretically I could shift a bunch of things to build later in the tree but I feel that restricts player choice. This way you can't build everything early on but you can choose what you want to build most. Too much front-loading is detrimental though, as is things taking so long to build that you get frustrated. All about finding the perfect balance and I don't claim that HR is there yet. Constantly getting closer all the time though I hope!

Again these are my opinions. Just trying to help the game along.

Opinion and feedback is always welcome :)
 
Sea Lanes -- see my mods, but basically a road in the ocean (sea lanes or other naming convention could be applied) that adds movement points and resource gathering abilities with its use.
Now that is an intriguing idea. I'll definitely take a look when I get some time. Did you need to use the SDK at all for this? How did the AI cope?

Interesting. tchristensen, do you have a screenshot at hand, I'd be curious what the sea lanes look like? Can they be destroyed (intercepted) as land roads can be pillaged? Sounds promising:), anyway.
 
Ocean going travel seems stunted as well as we werent even into the ocean at the 1700s -- Cogs should be able to go in the ocean

I'm glad I'm not the only one having trouble getting to sea!

I'm currently playing a large "real world" game (lovely map it generated, by the way!) at Warlord level and although it's almost 1900, none of the civs have progressed much into the Medieval era (I'm stuck in the Classical era thanks to a few bad financial decisions early on), so not much in the way of ocean travel happening.

In another game, I didn't see any modern ships until 45 turns from the end of the game, and even then only one civ had them. The rest of us were still stuck with sailing ships.

I think it's partly due to the fact that the tech tree is so "tight" - it's difficult to make leapfrog advances in one or two areas while letting another lie "fallow" for a while. Everything is solidly tied together.

That said, I'm still thoroughly enjoying playing the mod!
 
I've just noticed I've crosslinked Masonry as a prerequisite for Property. I'm not sure what I was thinking when I did this as it makes Monarchy (with its large production and commerce boost to your capital) available quite a bit later than in previous versions. This will be slowing the early game down considerably ><

I'll take a good look through the tree and try find other places I can 'loosen' things up a bit without losing the sense of 'being within the era' that I'm striving for.
 
Question: In multiplayer the Tech and Wonder screens do not pop, but on single players they do. Do you know how to fix this? I want the screens to pop on completion.

I can't remember what I did to get my mod to have working tech and wonder screens on multiplayer.
 
I'm glad I'm not the only one having trouble getting to sea!

I'm currently playing a large "real world" game (lovely map it generated, by the way!) at Warlord level and although it's almost 1900, none of the civs have progressed much into the Medieval era (I'm stuck in the Classical era thanks to a few bad financial decisions early on), so not much in the way of ocean travel happening.

In another game, I didn't see any modern ships until 45 turns from the end of the game, and even then only one civ had them. The rest of us were still stuck with sailing ships.

I think it's partly due to the fact that the tech tree is so "tight" - it's difficult to make leapfrog advances in one or two areas while letting another lie "fallow" for a while. Everything is solidly tied together.

That said, I'm still thoroughly enjoying playing the mod!

I purpose that ocean going vessels, even if they move only 1 square a turn, come very early in the game. Historically, Polynesians were sailing the great expanse of the Pacific oceans perhaps 10,0000 years ago. Even in Europe the capabilities to sail in the deep ocean was possible, but with huge unexplored land masses it wasn't necessary.

I think the Cog could easily be made to go into the ocean with a move of 1?
 
May I also suggest you look at charging a minimum cost of 1 gold for the construction of improvements. I have found a balance between construction costs and return to be an added value in the game -- i.e. making road construction equal to 3-5 gold but with a return of +1 in the square offers a long term incentive to build them.

All improvements should cost money of some nature, stopping players and the AI from just endless building improvements without any thought of truly using them.

Depending on how you proceed, roads could be as inexpensive as 1 gold to perhaps 10 gold if their return investment is sound enough?
 
I was victoria and i got all of them spread across the 2 cites I've built. I had a go again. still as victoria. Don't seem to have that problem. I was able to pick a religion no problems. Don't know what happen there. the first game i was on the 3 tile coast line extra reefs.

I found this similarly, and was quite aggravating trying to run a homogenous religious state. I had different religions all over the place.

I am unsure if there is a way to prohibit founding of more than one religion. Perhaps offer a midgame way of cleansing a religion from a city.
 
May I also suggest you look at charging a minimum cost of 1 gold for the construction of improvements. I have found a balance between construction costs and return to be an added value in the game -- i.e. making road construction equal to 3-5 gold but with a return of +1 in the square offers a long term incentive to build them.

All improvements should cost money of some nature, stopping players and the AI from just endless building improvements without any thought of truly using them.

Depending on how you proceed, roads could be as inexpensive as 1 gold to perhaps 10 gold if their return investment is sound enough?

Hmm, I hadn't noticed that the xml supported build cost for improvements and routes. That opens some intriguing possibilities.

I'm not keen to add a yield benefit to roads directly, even with a build cost, as it can only be done as commerce rather than wealth/gold. At +1 commerce, building 4 roads would give the same as a Town and can be used to increase wealth, research, culture or espionage. Production is not as bad but still makes road spam a very powerful strategy.

A much more balanced approach is to give bonuses for connecting improvements with routes. That's something HR can certainly expand on further, especially with the new route types being added.

I found this similarly, and was quite aggravating trying to run a homogenous religious state. I had different religions all over the place.

All religions being founded at once is a rare bug. It's fixed for 0.9.6.

I am unsure if there is a way to prohibit founding of more than one religion.

There isn't, but there is an option called 'Fewer Religions' in the Custom Game screen. It will lower the ratio of religions to civilizations to 2:3 (from 1:1).

Perhaps offer a midgame way of cleansing a religion from a city.

Inquisitors are unlocked at Dogma in the medieval era and can do just that.
 
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