And options are goodLess bad. More Good.
Autobuilds reduce options.
JosEPh
This is a bit of a misreading of what is good. Is it good to have 100 (for instance) buildings with different names and pictures, but who all give +1


And options are goodLess bad. More Good.
Autobuilds reduce options.
JosEPh
This is a bit of a misreading of what is good. Is it good to have 100 (for instance) buildings with different names and pictures, but who all give +1and +1
? They do make more options, but I don't think I'd consider that 'good'. These are the sorts of buildings I'm trying to target with this proposal.
Autobuilds reduce options.
JosEPh
This is a bit of a misreading of what is good. Is it good to have 100 (for instance) buildings with different names and pictures, but who all give +1and +1
? They do make more options, but I don't think I'd consider that 'good'. These are the sorts of buildings I'm trying to target with this proposal.
What sort of gamespeed and options are you using? Because this doesn't line up with my current game, where even my most developed cities are still racing to keep up with buildings as I discover them. I would however probably increase the building cost modifiers in the gamespeeds if we went this direction to compensate.
And options are goodLess bad. More Good.
Is it good to have 100 (for instance) buildings with different names and pictures, but who all give +1and +1
?
It's also noteworthy that the interface sucks for micromanaging. Isn't it only possible to shift click? I can't select multiples, and there's no way to set up build lists for load in advance that you could stop temporarily to build units, for example. Too much buildings to click for is not a good thing.
Yes. It also allows the game to flow more like a ramp than stairs. The more smaller intervals we have the less impact any particular building has. Which simulates the game flowing rather than great leaps each time a building is made.
Also small changes allow for greater possibilities to unlock other buildings and even have synergy of buildings. And when it comes down to it there are only so many things in the game that buildings can give you (ex.,
,
,
,
,
,
,
,
, etc) and even as we had properties like crime or disease they still are just extensions of those basic factors. However I think there is one factor that should not be underestimated and that is the players imagination.
You see we cannot make everything perfect but we can allow for the player's imagination to fill in the gaps. An icon/button of a building can be all that's needed for someone to imagine their city has a Wig Shop despite their not being any wig resource or 3D model of a wig shop. I have seen in numerous let's plays that players enjoy these little details that make the game seem more alive. For instance despite not having that bad of stats some players refused to build a Crusifiction Cross because of its real life implications. Likewise I have seen other players love making a Cheese Shop just because they love cheese in RL. This type of things cannot be underestimated when it comes to the game. It might not make logical sense to an AI but makes all the difference to a human player.
I have noticed a couple of times when my cities have nothing to build but it is rare probably because I often build replaced buildings before the building that replaces it. For example I always build each Administration building in turn when I feel the city can support it. Similarly if I a putting a large queue in for a city I a likely to build the harbour early on and the port towards the end.
Hydro said:You see we cannot make everything perfect but we can allow for the player's imagination to fill in the gaps. An icon/button of a building can be all that's needed for someone to imagine their city has a Wig Shop despite their not being any wig resource or 3D model of a wig shop. I have seen in numerous let's plays that players enjoy these little details that make the game seem more alive. For instance despite not having that bad of stats some players refused to build a Crusifiction Cross because of its real life implications. Likewise I have seen other players love making a Cheese Shop just because they love cheese in RL. This type of things cannot be underestimated when it comes to the game. It might not make logical sense to an AI but makes all the difference to a human player.
Apparently you're not comfortably familiar with the ctrl button eh? Hold ctrl and select and you select at the front of the queue. Alt-select and you select that build repeating.
And you can shift select the city bar to select ALL city build queues. And you can ctrl-select the city bar to select all city build queues of the same continent.
AND the hammer symboled button up in the top left allows you to design preset build queues that can thereafter be selected by cities. Definitely something to play with if you're getting frustrated with the volume of buildings.
AND the filter buttons that have been added in c2c make the build queue setting, to me, a VERY easy affair. We've done a lot of work to make this side of the game much smoother for players so that we can have so many buildings and not have it be so problematic.
You see, this is where we disagree. To me and to many others who play those elements seem like filler, a hastily constructed shim to help preserve balance. I'd like to change it so that these elements can maintain their place in the mod but be more interesting and be their own mechanic.
To answer the question of the roughly steady player count:
C2C is a BETA. Each new version adds lots and lots of new stuff. This means C2C never really stablizies. You can't actually recommend it to people unless they are willing to subject themselves to having to relearn the game every time you get a new version. Sometimes, this is bad enough that I have to archive binge on gorum to figure out what that stupid new icon of game changing importance is for... let alone what is actually does. One of the main issues I've had is that while the game marches on the Civpedia tends toward stagnation.
I don't think the player volume will really change until you actually put out a version that platoes off and is concept stable and well documented. The only updates are bug fixes. By its nature C2C is a swirling malenstrome of every changing ideas.. which means this isn't likely to change. That and this mod has (historically) has tended towards using more system resources than most any game on the market. Which auto limits the player base... add in an average game taking dozens of hours for a single play through...
So your player base is gamers with Civ IV (Bts), a good computer, lots of time on their hands... and a williness to force themselves to relearn the game by brute force every two months.
Add in that new versions (historical) override your game options and there are so very many to change back... Seriously at some point I got an option that autopasses my turns... this has tripled my unit loses and force me to reload an absurd number of times. I still can't find it to change it back.
@ls612
I have also been thinking about inverse crime and pollution. Such as bonus "perks" if you get your "crime" and "pollution" into the negative range. Such as "Fresh Air" gives you health and a "Safe City" gives more production, science, health and/or happiness.
This would also mean since cities usually tart out with extremely low pollution that they would be healthier at the start. Possibly simulating the closer relationship to the land.
I HIGHLY recommend pretty-ing up those numbers. Make them into percentage values. 0% means you're all good and those things are non-existent. 100% means all hell is unleashed. Why they have to be some arbitrary number is beyond me.
One thing I must state. I never did get how these added properties like Crime or pollution work. And worse, what the numbers even mean! I can see negatives and numbers that exceed 500 yet I have no bloody clue as to what that can entail.
I HIGHLY recommend pretty-ing up those numbers. Make them into percentage values. 0% means you're all good and those things are non-existent. 100% means all hell is unleashed. Why they have to be some arbitrary number is beyond me.
Actually the majority of them I put a lot of thought into. And if by hasty you mean finally get around to doing 2 years later, then yeah I am "hasty". As for balance I admit a lot are not ment for balance at all but are made either to ...
A. See how it would work within the ecosystem of the game.
B. Because I personally would like to see it in the game.
C. I saw it in another game (or mod) and wanted to adapt it to C2C.
D. Someone had a good idea so I made it.
E. Another team member requested it.