XD
Now, on a serious note, could you impliment a civic system like this?
Thanks for the the offer of Civic ideas, but I have to say "no" on your Civic examples.
Here's why:
- Absolutism is the same as Despotism
- Based on the other kinds of "Legal" civics, Judicial doesn't belong in there. Your example is saying you can't have Free Speech when you have a Judicial system of law?
- The Independant (whatever the last word is) I would assume would be the same as Emancipation
- Barter Economy is the same as Decentralization
- There's not much of a difference between Animism and Paganism. If somebody wanted to split hairs about it, then yes there are signifigant differences, but as far as game play goes... not much of a difference. I would personally use something different.
- I never did like the "Education" and "Healthcare" civic options alot of people use. I understand the need for people to want to add bold new content to their mods, but throwing something in there just to throw something in there isn't what I do. Those civic options don't seem important enough to warrant a whole new Civic option to me. And when you actually look at the civics, they all look identical, except for some very minute details like and extra health here, extra happiness there, etc. It's splitting hairs.
For a few months, I toyed around with adding extra Civics, but in the end I decided on making the existing Civics more varied than just adding new ones. To me, the Civics have to be just right. You can't just throw anything in there. The Judicial civic option in the example above is a prime example. Although the Civic category is called "Legal", in the game it doesn't necessarily mean a form of law. If anything, it should be renamed "Social". So looking at it, it doesn't make sense.
I re-arranged the Civic screen so that in the future I can add a Civic option if I chose to. Right now I haven't come up with something worthy enough to add to the game, but once I do, I will be adding a Civic option.
Hope that answers your question.
Hello and thank you for this great mod!
I have reached gunpowder era now and there are a few things that I suspect are mistaken or perhaps it's my lack of understanding
- English Redcoats have been renamed as Musketmen, which is the same name of the units they are substituting (EDIT: but weren't they supposed to substitute Riflemen?)
Ah, I see. It's a typo, I'll fix it.
The Redcoat is supposed to replace the Mustketman instead of the Rifleman. I did it that way to be more historically accurate, IMHO. The English have a flavor unit for the Rifleman now, instead.
- The small icon for Brewery (at least when unlit) has a strange white border in the city build panel.
I'll look into this.
- Armory gives a "Free Free Upgrade"
Yes that is correct. It's just the way the game labels things. The name of the Promotion is "Free Upgrade". Since the Armory gives you that promotion for free it says "Grants you a Free Free Upgrade Promotion". See?
- As far as I know it's "terra cotta" and not "terra cota".
Looks like a typo. That'll be fixed.
- I completed Via Appia and I received two road constructors. I couldn't find any civilopedia entry for them. Is there a way to have more of them?
No, I don't think so. See the included Via Appia readme. I want to get rid of the constructors all together, since they're just workers and nothing special.
- Ditto for Roman Roads: do they come with the Via Appia wonder only or can they be built?
That's the whole point of Via Appia: It changes your existing roads to Roman Roads within your cultural bordes. Again, see the Via Appia readme.
- Upon founding Zoroastrianism I see the Juidaic clip with the Hindu music. (I suspect that it is quite difficult to change the clip but perhaps you can come up with a religious-sounding alternative for Zoroastrianism ;-)
I just haven't made a movie for Zoroastrainism yet, that's all.
- I couldn't upgrade Horse Archers to Light Cavalry even though I could build Light Cavalry
Requests:
- Do you think you could also implement a mod to the Railroad to make it grant more MP? (I could do it myself but I am proposing this for the main build)
I could. It could be like a modern version of the Via Appia. Do you have any specific ideas on how to?
- I am a bit concerned about the quantity of wonders that need one or more Christian buildings to be built... This somehow tilts the balance of the religious feature in Civ4. Do you think you could downplay that a little, maybe making it dependent on the state religion at the time?
I plan on diversifying the religions in the game in a future patch. All the Wonders that require Christianity play in to that. But I'm not going to undo it, just to put it back into the game in the near future. So it'll stay for now.
Once I divirsify the religions, it'll all come together.
- Free Market reducing hammers is quite strange. I would perhaps make it increase pollution or unhappiness or (gasp!) inflation, and maybe make it give +1 gold to towns .
I had to give it a negative trait. All Civics have a drawback of some sort. I consider the decrease in production a game representation of out-sourcing. If I can come up with something better, I'll use it instead of the production hit.
- Organized Religion, I'm okay with -25% units, but I would make an exception for missionaries.
Unfortunately, the game doesn't allow you to do that in it's present form. That would require some work.
- Emancipation: I think I would substitute the -25% to worker production with an increase on maintenance cost for workers, if this can be done, or for all units if not.
Good idea. I'll look into that.
- Nationhood: I would apply the -10% to trade routes only for international trade (of course, given the name ;-)
Unless I'm mistaken, I don't think you can do that just yet. I only remember seeing a TradeYield modifier, not a ForeignTradeYield modifier.
- Supreme court looks inviting, but the Palace as requirement is really tough. In many of my games my capital city is a holy city and builds a good number of wonders, so I usually build the Wall Street and the National Epic there. What happens if I move the capital to another city, build the Supreme court there and then I move the capital back to where it was? Do I lose the effects granted by the Supreme Court?
I see your point. The reason I did it that way was because every nation's supreme court (at least that I'm aware of) is located in their capital city. If you relocate your capital... well...
I
think that's all for now. Thanks again for your magnificent effort
And thank you for your constructive feedback!
You brought up some very valid points, and I'll take them into consideration for an upcoming patch.