dazman92
Gabba Gabba Hey!
looks good, i'll download it now.
btw, i'd help with modding if i didn't totally suck at it.
btw, i'd help with modding if i didn't totally suck at it.
Lord Olleus said:Resources (not started)
This is quite a simple idea really, which should encourage players to controll ALL the resources, and not just the one's which they need for their army. For every different food resource a city has, it gains +1 food, but it can not gain more food this way than it has population. So, a city of 5 pop with access to rice, wheat, fish, crab, clam and bananas will gain +5 food every turn. The same will be true for strategic resources and production. Luxury resources will give +5% commerce each. To balance this out, cities will need more food to grow to the next pop level, and later units and buildings will cost more.
Lord Olleus said:I will be fully honest here and admit that I first got the idea for adding extra bonuses from resources by playing your mod, or at least by copyying certain elements of it. However, giving +5% is not balanced. Farms become completely obsolete, and cities grow so much that you can put a work a cottage on every tile, and still have enought population left to add a few specailists. My idea works around this slightly.
There are 10 food resources, giving a maximum of +10 food per city (as long as the city has a population of more than 10). If each resource gave +5% food, you could gain up to 50% food. So, with a city of size 20, you would be gaining (at least) +10 food. So, your sytem is advantageous to cities with more than 20 people, leading to the problems above. Also, it helps smaller cities less. One of the things I wanted this to do, is to make late cities rise faster. Think of it this way, US cities in the 18thC grew a lot faster than ancient Roman cities. Also, I disagree with this promoting ICS, as cities will still need to have room to work tiles, and have enough food to grow at the begining.
There are 2 main things I want this to do: a) Increase the importance of resources and b) Reduce the need for cities to produce a lot of food.
Actualy I've just had an idea to stop ICS even more. A city only gains the food bonus if it has the corresponding building. So, a city will need to build a granary before it gains extra food from rice, wheat or corn.
Blakes Mod is in the new warlordspatch anywayGrey Fox said:Regarding AI, you should take a look at this:
http://apolyton.net/forums/showthread.php?threadid=157780&perpage=30&pagenumber=1
He is improving city placements, worker priorities, build priorites etc.
Definitly. Alexman posted that Blake AI improvements are included. You can read it here:Lord Olleus said:Really?
Its nice to see that firaxis is humble enought to accept that some modders have done things better than them.
Lord Olleus said:Good point. I'll change it now for the next update.
I was also thinking of doing 1 other change. If a unit flees, and there are no valid squares for it to run to, it just stays there and does nothing. Should that be changed to it dieing automaticaly? Then surrounding your enemy would provide huge rewards.