What I've noticed over the past year is that that certain world wonders - especially trade boosters like the Great Lighthouse - have a huge effect in the early game, to the point where getting GL early may be a dominant strategy and in need of nerfing. Generally, any wonder that scales multiple cities is relatively better on a huge map, whereas single-city wonders, including academies, are usually worth less, relatively, in an empire comprised of many cities. Can anybody think of an elegant way to address this, maybe make wonder effects scale with map size?
Best solution I can think of that isn't "remove effects affecting all cities entirely" is to give all wonders affecting all cities a requirement of X buildings in your empire, like for national wonders. At least these requirements scale with map size and therefore make the wonder as a whole more expensive for large empires.
Seems to me more a matter of space per civ than of map size alone. (And Marathon speed may lead to higher city counts through wars of conquest already before the Medieval era.) In that play-along Marathon game, I recall that early wonders didn't interest me much because there was so much land to be settled. So I think wonders already have a higher opportunity cost on sparse maps. And spamming coastal cities for the GL is a less desirable strategy when there is much good land available. It's still true that e.g. the Temple of Artemis is going to be especially unattractive when there is much room for expansion while the GL will be attractive – if one can get it without slowing down the pace of (snowballing) expansion too early. In the play-along game, I also found that the AI was hardly building any wonders – presumably due to prioritizing settlers, maybe also due to Stone and Marble being less common on sparser maps (which wouldn't affect the GL however). So perhaps the AI is making it too easy for humans to first expand rapidly and then secure the GL.
[...] it seems that some of the stats, like number of cities, don't show on it even though they are in my display string in BUG settings (!?WSZCJEPTUNBDRAHQ - it doesn't matter where I put the Q, the number doesn't show up). Anybody else get these?
City count and some other stats have separate checkboxes in the upper part of the "Scores" options. I guess the idea is that the formatting string should always contain the letters Z (score delta), Q (city count), A (attitude) and H (worst enemy), and that these stats are toggled on and off only through the checkboxes.
[...] the intrerface and map font is very small on very high resolutions - any way to make that scale up in an in-game setting, maybe?
As far as I know, there is no practical way to increase the size of the text on the map;
here's a post on this subject. Getting rid of the progress bars on the city billboards can improve readability, as the
Civ 4 Remaster mod demonstrates, but isn't worth it, I think. Allowing the UI font sizes to be adjusted from within the game also doesn't seem feasible. The EXE obtains those font sizes from Civ4Theme_Common.thm in the mod's Resource folder, probably only once, upon loading the mod. If a very high resolution causes too many issues overall, perhaps a smaller window would be a less bad option.
Lastly, what do you think of making the "delete unit" and maybe other rarely-needed buttons very small, so you (read: I) don't accidentally click on it dozens of times in every game? It probably looks goofy and is an inelegant solution, but I could live with it.
In your screenshot, it looks like you have the action button size set to "Large" ("General" tab of the BUG menu), which only leaves room for a single row of buttons. At "Medium" size, there should be a separate row for the promotion buttons, and the Delete button should be all the way to the right on the first row - without any frequently used button near it. That said, I think the Delete button should be all the way to the right in any case. That change was made in v1.06. Apparently, your copy was at least that recent when you took the screenshot because v1.06 also introduced scaling of the HUD, which is apparently being applied. Don't know what causes the Delete button to appear on the left. Does choosing "Medium" size move it to the right?
After playing a fair bit of civ over the last few weeks, I've noticed one recurring hard-crash bug.
It happens when you take a city and decide to "liberate" it, reverting it to its original owner. I've had three games where this happened and don't recall an instance where I did liberate and it didn't crash.
I have a save file, if this is of interest / fixable.
Yes, please. I've just tried liberating a city upon conquest; didn't get a crash.
Also, if I may make one wish for a convenience fix, it would be cool if, upon first meeting another civ, you were prompted about assigning espionage points, or they were given one point (or six, as explained elsewhere
) by default.
Have you tried enabling this option...
v1.08 release notes said:
Optional message upon meeting rivals to remind the player to set espionage weights. Can be enabled on the bottom of the Alerts tab of the BUG menu; disabled by default.
... yet? Or is having to enter the Espionage screen too cumbersome?
The pirate boat changes have worked out really well for the early game; for a huge map, the settings feel just right. You can fogbust them away in the early game but they remain a threat until all the coasts are covered and it still stings to get the occasionally two swordsmen dropped on yor doorstep.
But apparently it doesn't reliably work out this well ...
Re: Barbs, difficulty and randomness: One thing I've noticed over the span of a dozen or so games at huge / marathon / totestra / 18 civs / monarch (no tech trading, etc) is that barbarians are maybe the main driver of who comes out ahead in the mid-game and who doesn't. On these huge worlds, a lot of space is left un-busted, especially along wiggly coastlies, and this causes barb galley to spawn, which can be the bane of any civilization. I've had games where a place of contested coastal space was infested with half a dozen marauding barb galleys dropping off stacks of swordsmen turn after turn.
Many civs struggle with barbs, most lose at least one city, and - reliably - 3 to 5 civs wind up being hobbled for life because they keep losing cities to early barb attacks. In one game, there was a cluster of seven neighboring barb cities, with acces to iron and horses and they stuck it out well into the middle ages. Quite a spectacle in the replay.
Barbs are certainly the biggest randomizer on these settings, and managing them for your own civ is a real challenge, depending on your start. I've grown used to it and quite like the settings as they are, but it does make some games a lot harder than others ... or easier, if your neighbor is one of those crippled by barbs.
I'm not adjusting Barbarian activity to the crowdedness of the map because I don't want to take away this indirect means for configuring Barbarian activity. And also because I don't think players will intuitively expect sparser Barbarians on undercrowded maps; if there's a lot of unclaimed land, players know that this should worry them. Though I guess one could go a little bit in that direction. Would be better to look at specific situations – whether the placement rules/ probabilities can be tweaked or if there's a simple criterion that the AI could use to identify a need for more military units for fending off the Barbarians.
(Thanks also for the praise that came along with the open issues etc.)