Balance Factors

I'm of the opinion that the national limit on Tribes should be removed.
What is the rationale for having the national limit?

Alternatively that tribes should be awarded through events or from researching certain techs during the prehistoric.
It would make sense, especially as reward for researching Tribalism.
Maybe two tribes for every civ, that researched Tribalism.

Also raising limits for hunter type units to lets say 10 or 15 could help AI too.
 
Again, why have the limit?
Realism maybe here and there.

Some of things that would be realistic are artificial from game perspective.

If game was turnbased (discrete time) but continuous economy (Something more generic than individual buildings maybe except world wonders), then stuff like that could be easier on AI and would feel more natural.
 
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Realism maybe here and there.
What's realistic about not letting a civ prioritize hunting as much as they can afford?
I'm using the word prioritize because one would have to sacrifice e.g. military might to afford the hunters due to upkeep, hunters also take some time to train, time that could have been used to building buildings or training soldiers or anything else.
It would be better to use the tag that increase the hammer cost of a unit the more you already have of them.
 
What is the rationale for having the national limit?
Reality. I don't know how much experience you may have had with hobby groups of all types including volunteer groups, but unless they have a very strong regional structure (region can equal world) they have a tendency to split at somewhere between 10-30 members.The same with tribes. They may be friendly but they are not really united except in the face of a common enemy. The same goes for cities. Pie_At has it right in his mod, any city will start to want to separate from your nation as soon as it becomes large enough and especially if its culture is high enough.

The form of communications network determines how big a nation can grow. Fast communication between cities means they are more likely to stay together. Although it is much more complex than that.
 
What's realistic about not letting a civ prioritize hunting as much as they can afford?
I'm using the word prioritize because one would have to sacrifice e.g. military might to afford the hunters due to upkeep, hunters also take some time to train, time that could have been used to building buildings or training soldiers or anything else.
It would be better to use the tag that increase the hammer cost of a unit the more you already have of them.
What has hunters got to do with tribes?

If it were possible I would have food be required for the mantainence of all units rather than gold. Simply because you must feed them and having gold is not the same as having food.
 
Reality. I don't know how much experience you may have had with hobby groups of all types including volunteer groups, but unless they have a very strong regional structure (region can equal world) they have a tendency to split at somewhere between 10-30 members.The same with tribes. They may be friendly but they are not really united except in the face of a common enemy. The same goes for cities. Pie_At has it right in his mod, any city will start to want to separate from your nation as soon as it becomes large enough and especially if its culture is high enough.

The form of communications network determines how big a nation can grow. Fast communication between cities means they are more likely to stay together. Although it is much more complex than that.
Can't first hunter/tribe have gold upkeep of X, second 1.5*x, third X*(1.5)^2 and so on?

What has hunters got to do with tribes?
Both of them are national units.
 
What has hunters got to do with tribes?
My two last posts was specifically about hunters, not tribes that was three posts ago. ^^
Can't first hunter/tribe have gold upkeep of X, second 1.5*x, third X*(1.5)^2 and so on?
It would be better to use the tag that increase the hammer cost of a unit the more you already have of them.
<iInstanceCostModifier>75</iInstanceCostModifier> for all the hunter unitclasses. No national limit.
The master hunter unit line can still use the national unit limit; since they can't be trained there is no need to add the tag I suggested to them.
 
Not true T-brd. It never held me back in any serious form. New city development was the real holdback. Getting production and gold flowing. Not a any :mad: citizen problems. Cause that is all that Option really does.
It wasn't on in the US game where you really expanded. It was on in the main game and it did hold up Koshling when he was about to be on a runaway train of expansion and it was a major hurdle for Spirictum. It even became a factor for my smaller nation that influenced my decisions as to which research route to take and what civics to adopt, being a major barrier for growth to overcome. It was actually quite enjoyable and enforced some balance between the three of us.

Then soon as that game showed it was dialed in just right, we borked it.
 
Again, why have the limit?
I suppose the reason is to have a difference Tribe <-> Settler. Because without the limit, they are the same unit.

Not saying that it would be wrong. But you might just have the Settler unlock at Tribalism instead.
 
I suppose the reason is to have a difference Tribe <-> Settler. Because without the limit, they are the same unit.

Not saying that it would be wrong. But you might just have the Settler unlock at Tribalism instead.
Tribe only have 1 movement point, Settlers got 2.
 
I propose that each settler-type unit gives an ever increasing amount of base pops upon city founding based on how advanced they are. This includes adding technologically appropriate food/production/etc buildings to maintain said pops, something like:

Land settlers:
Code:
      TYPE       | POP | POPULATION
Tribe            | 1   | 50
Settler          | 2   | 100
Colonist         | 4   | 500
Pioneer          | 8   | 2,000
Aircraft Settler | 16  | 20,000

Space settlers:
Code:
       TYPE         | POP | POPULATION |       ERA
Cislunar Settler    | 2   | 100        | Nanotech (early)
Lunar Settler       | 6   | 1,000      | Nanotech
Planetary Settler   | 12  | 5,000      | Nanotech (late)
Martian Settler     | 12  | 5,000      | Nanotech (late)
Venus Settler       | 12  | 5,000      | Nanotech (late)
Deep Space Settler  | 16  | 20,000     | Transhuman (early)

Worldship           | 24  | 100,000    | Galactic (early)
Genetic Seedship    | 40  | 750,000    | Galactic (late)
Alcubierre Seedship | 55  | 2,000,000  | Cosmic
Hyperseedship       | 72  | 20,000,000 | Transcendent

The first advantage would be that later cities wouldn't have to spend such a long time catching up.

The second advantage is that it is more realistic. I believe that a modern nation wouldn't found a city with just 50 people. Likewise, I don't think a fledgling galactic civilization would be able to settle an entire planet with a mere 50 colonists.
 
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I propose that each settler-type unit gives an ever increasing amount of base pops upon city founding based on how advanced they are. This includes adding technologically appropriate food/production/etc buildings to maintain said pops, something like:

Land settlers:
Code:
      TYPE       | POP | POPULATION
Tribe            | 1   | 50
Settler          | 2   | 100
Colonist         | 4   | 500
Pioneer          | 8   | 2,000
Aircraft Settler | 16  | 20,000

Space settlers:
Code:
       TYPE         | POP | POPULATION |       ERA
Cislunar Settler    | 2   | 100        | Nanotech (early)
Lunar Settler       | 6   | 1,000      | Nanotech
Planetary Settler   | 12  | 5,000      | Nanotech (late)
Martian Settler     | 12  | 5,000      | Nanotech (late)
Venus Settler       | 12  | 5,000      | Nanotech (late)
Deep Space Settler  | 16  | 20,000     | Transhuman (early)

Worldship           | 24  | 100,000    | Galactic (early)
Genetic Seedship    | 40  | 750,000    | Galactic (late)
Alcubierre Seedship | 55  | 2,000,000  | Cosmic
Hyperseedship       | 72  | 20,000,000 | Transcendent

The first advantage would be that later cities wouldn't have to spend such a long time catching up.

The second advantage is that it is more realistic. I believe that a modern nation wouldn't found a city with just 50 people. Likewise, I don't think a fledgling galactic civilization would be able to settle an entire planet with a mere 50 colonists.
They would need to come with a drop of culture, and perhaps some initial food, as well, to do this without it immediately starving off all that added population.
 
They would need to come with a drop of culture, and perhaps some initial food, as well, to do this without it immediately starving off all that added population.
All of that could be done in python, I think it's python that adds the extra pop points for the current settler units, so adding some more stuff like culture and food at the same time shouldn't be a problem.
 
I disagree on the removal of that option. I think it should go back to stopping you building settlers and having excess cities either revolt or depopulate through migrants or straight out abandonment.
When did it ever stop you from building settlers. I remember it did tribes if you got over a set limit (3-5), but I don't remember if that was map size dependent.

I'm glad it's an Option because if that ever became default play like Rev players wanted for Rev in C2C i would have to delete the option from my version to play C2C. It is Not good game design for this Mod imhpo. Just like Rev is not good gameplay for this mod either.
 
I propose that each settler-type unit gives an ever increasing amount of base pops upon city founding based on how advanced they are. This includes adding technologically appropriate food/production/etc buildings to maintain said pops, something like:

Land settlers:
Code:
      TYPE       | POP | POPULATION
Tribe            | 1   | 50
Settler          | 2   | 100
Colonist         | 4   | 500
Pioneer          | 8   | 2,000
Aircraft Settler | 16  | 20,000

Space settlers:
Code:
       TYPE         | POP | POPULATION |       ERA
Cislunar Settler    | 2   | 100        | Nanotech (early)
Lunar Settler       | 6   | 1,000      | Nanotech
Planetary Settler   | 12  | 5,000      | Nanotech (late)
Martian Settler     | 12  | 5,000      | Nanotech (late)
Venus Settler       | 12  | 5,000      | Nanotech (late)
Deep Space Settler  | 16  | 20,000     | Transhuman (early)

Worldship           | 24  | 100,000    | Galactic (early)
Genetic Seedship    | 40  | 750,000    | Galactic (late)
Alcubierre Seedship | 55  | 2,000,000  | Cosmic
Hyperseedship       | 72  | 20,000,000 | Transcendent

The first advantage would be that later cities wouldn't have to spend such a long time catching up.

The second advantage is that it is more realistic. I believe that a modern nation wouldn't found a city with just 50 people. Likewise, I don't think a fledgling galactic civilization would be able to settle an entire planet with a mere 50 colonists.
Planetary settler comes one column after lunar settler, that come one column after cislunar settlers.

Also space colonies may not grow that big, at least quickly enough.
 
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Planetary settler comes one column after lunar settler, that come one column after cislunar settlers.
So you could set the Planetary Settler to 6 - having the Lunar Settler bigger than the Cislunar Settler still makes sense. After all, you colonize a comparatively huge celestial body, not a tiny space station.
 
All of that could be done in python, I think it's python that adds the extra pop points for the current settler units, so adding some more stuff like culture and food at the same time shouldn't be a problem.
It can't be done in Python based on the unit but only on tech. The unit information about which unit is building the city is only available to Python for human players not AI players.

This is a well known bug that has tripped many mods up.
 
It can't be done in Python based on the unit but only on tech. The unit information about which unit is building the city is only available to Python for human players not AI players.
Right, had a look at the cityBuilt event and it is indeed done by tech, not by what unit founded the city.
The unit info isn't available for the human player either, so not sure why it would trip mods up.
Edit: {
Well, one could possibly ask the game what unit is selected when the city is built, the AI doesn't select units so that would only work for the human player; but what data does one get if a stack is selected when the city is built... If there are more than one settler in the selected stack then it's impossible to know which one is doing the founding
}
The only event data that is passed to python is the city object for the new city.
 
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