Vince_2000
Chieftain
Thank you Azzer !
that was the solution !

Grave: Quick little point, since someone new was asking me about your mod, I just noticed that your INTERIM FIX #2 UNTIL PATCH v1.04: (in post #2 of this thread) doesn't actually take you to the right post....(#771 is the right post, but clicking the link takes me to JunitReligion fix)
Now.... onto Traits... it was mentioned that Cunning is a little weak in the knees. I was thinking of upping the Espionage points to +25% instead of 10%. That would give Cunning leaders 25% more Espionage points than leaders without the trait (obviously).
Thoughts?
25% seems fair. would have to test it out though. That would give someone 5 culture per turn to start (with palace) if the slider was on 0, wouldn't it?
If you mean 5then your right
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To me, that sounds quite fair though, and I like the idea of an "insecruitable nation" that relies on secrecy and cunningCos the thing is, even if its slightly cheaper to steal a tech than resarch it yourself, 1) There is a failure rate and 2) Many techs in HiTM grant a bonus to the first to discover (which isn't you if you steal it) and 3) Someone else has to be the "pigeon" you're letting do all the research for you, and they may get annoyed if you're spies keep getting caught.
Cheaper espionage buildings are already included in the cunning trait.
I think my problem is with the direct to drive download...I had to totally re install Beyond the Sword and now I cant patch it up, even with their patch! Im going to just head out and get the box version and skip all these problems Ive been having with it. Then hopefully I can get the game and the mod to work. Thanks all for the help!
Hello there! I have troubles with small pangea map in custom game with 7+ AIs. It always throws me to the desktop whle generating the map, but Balanced worked fine...
söör;6374948 said:Hi!
In multiplayer game scores display screen cannot be seen.
This Mod is broken and does Not work please fix it and Reuploaded so the fans of Civs can play.
oops. yes, espionage points. I was tired this morning. I was lucky to do the simple math right: 4x1.25=5. lol.
Now, would the 25% be multiplied times the E.P.'s per city or empire wide? If per city, would it be rounded? Rounding might weaken the trait.
If your city was producing 20 Espionage points, with Cunning it would produce 24 Espionage points (given +25% boost).
If your city was producing 0 Espionage points, it would still be 0. 0x0.25=0.![]()
Hello Gragve
Thanks a lot for the new update. It makes an excellent mod even better.
I have some suggestions for minor modifications. I modify these things every time so I thought I might tell you about them anyway.
1 - The sliders change increment for research, culture, or espionage defaults to 10%. In most cases 10% is a huge change that may mean making tons of gold instead of losing tons of it. I always make that 5% to have the chance to fine tune the sliders so I can be in the green with cash without losing too much research.
2 - The limit on xp points acquired when winning combat with Barbs is 10 xp by default. I think it is quite unfair especially if one is playing with raging barbs. So much fight goes for nothing. It is also nice to have experienced units when it comes to the real fight against the AI civs. Of course both human and AI players can gain more xps from fighting barbs so it won't be actually unfair to either remove the limit or at least raise the figure a little.
3 - As it is outlined in this post http://forums.civfanatics.com/showpost.php?p=6365037&postcount=779
The only problem of the odyssey speed is the lack of build options early in the game. Being a great fan of this speed I usually add a process that turns only 10% of the hammers a city produces into wealth and 10% into culture. Due to rounding and low production early in the game these almost always amount to 0 in most cities. So it is actually an Idle process that you can keep building while nothing of real use can be build in the city. I call the process Carnival as if the city is building entertainment that brings in a little amount of money and culture.
Quick point on xp from barbs/ barb xp counting towards GG:- problem is with the slower game speeds and larger maps(marathon/huge is my normal), in certain circumstances, you can fight a heck of a lot of barb combats. My record is honestly 250+ in a gamewithout raging barbs setting.
This would probably be enough xp to give several GGs, and several GGs very early on is quite unbalancing.(for example, you could make 2 or 3 armourys, and with careful troop planning/building, you should almost have free upgrades forever). Or you could settle them and have (with aggressive trait) loads of super promotion soldiers from one city early on, giving a massive advantage against your nearby neighbour. And yes, the ais would get these bonuses too, but if you are they happened to be sheltered from barbs, by a combination of map and chance, then that nation would be at a big disadvantage.
Last game as India, I fluked BW from a hut on turn one and found Copper in my Caps fat radius. Quickly connected up and chopped out 6 axes, not to rush a neighbour but sent them out to fight first animals then barbs for careful "free" xp. When they were all CRIII, had them return home, where a little later on, they headed the charge on first Ethiopia, and then The Dutch. It makes it pretty easy with a decent mixed stack, led by 6 CRIII axes. If those axes were allowed more barb xp, they would/could have been CRIV, which is even more lethal.
Anyways, just some points (sorry not quick in the end)on why I think Firaxis capped barb xp at 10........
I can understand why it would be a bad idea to let barbarian experience points count towards great generals. However, I don't think the cap should be 10 on individual units. It looks like in your game you had a big advantage with early city raider 3 axes. But it's not too often you get lucky with popping early bw from a hut and getting copper right next to your capital.
I guess what would make this interesting would be if the ai could/would use the promotions properly to counter balance the way in which a human player would use theirs. I just hate to have to dumb a game down a notch because ai makes poor choices.