[BtS] CivFusion

I checked, but the DL time was still 1hr +. (I've noticed this before with Atomic Gamer.) Anyway, got it now. ;)
 
Okay, here they are:

- scientific: raw science is too good for religion founding at the beginning and too bad as a trait later

- secretive: useless if espionage is disabled

- industrious: too good since it's also increasing the unit production.

- financial: hm... useless on higher research rates (with lesser gold income)

- charismatic: too bad imo

- aggressive: worst trait. +10% military production is nearly nothing since it's increasing the base production (like civics). there will not be many situations where you will build a unit one round faster than without the trait. -25% war weariness is nice but still way to bad for a trait as a single effect (I don't count the +10%).
 
Thanks for your feedback. I've addressed your points below...

- scientific: raw science is too good for religion founding at the beginning and too bad as a trait later

Valid points. This is probably the trait that I've struggled with the most. I tried a free scientist in every city and found that to be overpowered. I had also tried +10% science across the board and IIRC, that was a little overpowered as well, although I should possibly test it again to be sure. Do you have any suggestions?

- secretive: useless if espionage is disabled

True. I, however, think that the no espionage option was sort of a copout by the cretaors. I think the espionage system can be improved where you won't want to play without it. The Great Person system works because it was well designed. There is no need to offer a No Great Persons option. Tweak the espionage system (Super Spies in RevolutionDCM is a great start) and you can remove the need for the option. I think making it present more in the game (such as through a trait) is one way to make it better.

- industrious: too good since it's also increasing the unit production.

Not quite sure what you mean here... are you saying the 1 hammer on every 3 hammer producing plot is too powerful? Could be... I think you are suggesting a bonus instead that affects building production?

- financial: hm... useless on higher research rates (with lesser gold income)

Hm, that might be true (this was another hard trait to change... the original trait IMO seemed to encourage science more than finance) I wanted to encourage a different style of gameplay instead of your typical run research as high as possible.

- charismatic: too bad imo

Why?

- aggressive: worst trait. +10% military production is nearly nothing since it's increasing the base production (like civics). there will not be many situations where you will build a unit one round faster than without the trait. -25% war weariness is nice but still way to bad for a trait as a single effect (I don't count the +10%).

Again, valid, and probably worth adjusting. Let me brainstorm and see what I can come up with to replace the 10% military production bonus. I, too, like the -25% war weariness bonus.

Thanks again for your comments.

Cheers,
ripple01
 
- scientific: what about a free specialist? will be a free scientist after you've build a library. until then only a +1 production guy.

- industrious: I have had this with +1 on fields with 4 production in my own mod and this was too powerful. +1 on fields with 3 is nearly 30% more basic production than all other leaders have (cities with mines only). the bonus production from this trait will also be increased by civics -> the advantage gets higher then. this is imho better than financial is in vanilla. suggestion: -20% basic production cost for buildings.

- aggressive: +25% military production would be okay here if you nerf the industrious trait like I suggested.

- charismatic looks like a crippled vanilla spiritual trait :D
 
- scientific: what about a free specialist? will be a free scientist after you've build a library. until then only a +1 production guy.

This might work...

- industrious: I have had this with +1 on fields with 4 production in my own mod and this was too powerful. +1 on fields with 3 is nearly 30% more basic production than all other leaders have (cities with mines only). the bonus production from this trait will also be increased by civics -> the advantage gets higher then. this is imho better than financial is in vanilla. suggestion: -20% basic production cost for buildings.

I like that suggestion, I've changed Industrious to this in my current test build.

- aggressive: +25% military production would be okay here if you nerf the industrious trait like I suggested.

Again, I like this and am testing this in my current build. Do you think 25% might be overpowered? I'm unsure...


- charismatic looks like a crippled vanilla spiritual trait :D

After taking a second look over everything, I'm tending to agree with you. What do you think about adding some sort of Revolutions specific ability here, such as an ability to suppress revolutions easier, or something like that. I'll need to look into the mechanics of Revolutions a little bit more, but the logic is that a Charismatic personality could persuade/influence rebels to stick around longer than a non-charismatic leader could...

Anyone else want to pipe in with any suggestions?

Cheers,
ripple01
 
Do you think 25% might be overpowered? I'm unsure...

well, no. ;) +25% sounds much, but 1.25 x nothing = nothing. it's only useful in production cities and only when building military units.
 
OK, been mucking around with this more and have come up with some possible suggestions:


Charismatic

+25% Chance of WLTKD in Cities that are Happy and Healthy
Less Frequent Unpleasant Demands from Rival Leaders
-25% Chance of Revolutions

Maybe one of these in conjunction with No Anarchy? Or possibly two of these and move No Anarchy back to Spiritual?


Scientific


What do you think of Free Library, University, and Laboratory in each city once the city reaches a certain population (4 for Library, 9 for University, and 15 for Laboratory?)

I have code for all of these.



I was thinking again about the financial trait and possibly moving one or both of the current effects and replacing with this:

1:gold: on all plots with 2 or more :commerce:

A slight change from the vanilla trait, but more true in spirit to Financial than the +1 commerce...

I don't have code for this, but could possibly figure it out by looking at the vanilla effect.

Cheers,
ripple01
 
Charismatic

+25% Chance of WLTKD in Cities that are Happy and Healthy
Less Frequent Unpleasant Demands from Rival Leaders
-25% Chance of Revolutions

Maybe one of these in conjunction with No Anarchy? Or possibly two of these and move No Anarchy back to Spiritual?

what happens on WLTKD events? golden age for the city? or what else?

Scientific


What do you think of Free Library, University, and Laboratory in each city once the city reaches a certain population (4 for Library, 9 for University, and 15 for Laboratory?)

I have code for all of these.

hm... I don't think this would be fair for AI players. human players will just wait until the population is grown, the AI will not.



I was thinking again about the financial trait and possibly moving one or both of the current effects and replacing with this:

1:gold: on all plots with 2 or more :commerce:

A slight change from the vanilla trait, but more true in spirit to Financial than the +1 commerce...

I don't have code for this, but could possibly figure it out by looking at the vanilla effect.

Cheers,
ripple01

well, if it's no commerce, organized might be better.
 
what happens on WLTKD events? golden age for the city? or what else?

The city pays no maintenance during that turn...

hm... I don't think this would be fair for AI players. human players will just wait until the population is grown, the AI will not.

Good point.
 
:) Thanks for the bump. Things are still progressing behind the scenes and 0.75 final is edging closer to release. I am currently in the process of setting up an SVN on sourceforge so that people who are interested will be able to download development releases and help test so that the final release is stellar. When I get home I will edit this post and post a list of changes from the last version. There are a lot...

Cheers,
ripple01
 
I've been wondering for awhile, but where do you keep the new civilizations and leaderheads for the mod? I can't seem to find them in the mod folder.
 
ARGH! I can't download from Fail Gamer. Please, upload to another server. I just can't. just search my posts to see why I can't.

I'm tired of saying the same thing over and over. Just, please, upload to something other than Atomic 5 minute arbitrary wait timer for no reason to download something that fails to download between 50 and 88%!

Thank you.
 
I've been wondering for awhile, but where do you keep the new civilizations and leaderheads for the mod? I can't seem to find them in the mod folder.

They are in the CivFusion - Leaderheads.fpk file in the Assets directory. You will need to download the software to unpack the .fpk file. Do a forum search for unpack .fpk and hopefully a link will come up, I don't have a link handy.

ARGH! I can't download from Fail Gamer. Please, upload to another server. I just can't. just search my posts to see why I can't.

I'm tired of saying the same thing over and over. Just, please, upload to something other than Atomic 5 minute arbitrary wait timer for no reason to download something that fails to download between 50 and 88%!

Thank you.

I understand your frustration; I am not overly pleased with AtomicGamer myself. The good news is that the mod now has a home on Sourceforge and all future releases will be posted there. There is no wait to download and from my experience the download speeds are decent.

I've ran into a last-minute bug preventing me from releasing the 0.75 final release; otherwise it is ready to go. It involves a crash when loading saved games so it is pretty brutal. Once this gets resolved, the final version will be released. I am getting married on Saturday so time the next couple of weeks will be tight, but I will get it posted on Sourceforge as soon as it is ready.

Cheers,
ripple01
 
Ah, so I might have to wait weeks to dowload it? How about this version, can you upload it fast to Sourceforge? I'm a little confused. I really want to play this.
 
I am getting married on Saturday

Congratulations, man! Good luck and don't hurry :D. Enjoy your time with your new bride and return at your next convenient time. I can understand as I was married once before :).

Cheers to you too.
 
Thanks for the kind words.

I checked out that saved game bug last night and it seemed very isolated to this one game I was playing with my fiancee. Tried a number of other save and reload situations last night and didn't run into any problems. I might zip up my current build and post it on Sourceforge as Release Candidate 2 if I get a chance before Saturday. Other than that one isolated save game crash, it is running very stable and I'd love people's feedback on the tweaked traits.

Cheers,
ripple01
 
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