[BtS]Gross National Happiness

Are you using patch 3.17? This will only work with 3.17 now that I have updated it. Also, I just updated yesterday, so if you downloaded before that *and* you have 3.17, it will not work. Make sure your version of GNH matches the BtS version.
 
I just started a game and then read about the update. Was a lot changed ?
I like the new map I'm on so I might stay with it.
 
Nothing was really changed except it was made to use the new BtS patch 3.17. Unfortunately, that also means the new version won't work with 3.13. Only worry about the update if you've already installed 3.17.
 
Very cool music. It made me think me a lot about the geography of music. It definitely conjures up images of Asia.

Its reminiscent of Tuvan throatsinging. Tuva is an autonomous republic, wedged between Siberia and Mongolia. Its music has the feel of the Asian steppes, the open plains and the earth. I first heard this style of music back in the '90s on a CBC radio broadcast of Huun-Huur-Tu and their cd "Sixty Horses In My Herd", and later in a film called "Genghis Blues" with Paul Pena. It would be great music for a Mongolian civ or mod.

It has a touch of India in it as well. It's not Nusrat Fateh Ali Khan (of whom I'm a big fan. His music is a celebration of joy), but it feels like it has a hidden dash in there somewhere. It also sounds like what I imagine Chinese music to be too, although I have to say I have no music from China in my cd collection.

I knew Bhutan was a country, but couldn't tell you where it was outside of saying, "Somewhere in Asia." I looked them up. Turns out they're right smack in between China and India. That explains the sound familiarities, but its sound is definitely it's own. And yes, it sounds like it comes from a happy place. :)

This will be an interesting mod to try Cephalo. I've been enjoying playing the Warhammer mod with your PerfectWorld map script. I look forward to giving this one a run and trying my hand at being a benevolent leader. Cheers!
 
One thing I've noticed through playtesting, is that sometimes one civ will get lucky and start near many happiness resources early and their score will skyrocket. If one civ wants to hog all the worlds resources and not share you should consider that a cassus belli! You have to stop them or the world will suffer in eternity! Even though 'benevolence' is the style of the mod, don't feel bad about doing what you must to prevent most of the world from becoming second class citizens.
 
Great Mod! I like this mod very much because I think pursue happiness is the most important things that I consider. :)
 
Very good mod. I was always looking for something like this. I think it's a little too easy to win tho. (With low score, addmitted)

Good work!
 
Very good mod. I was always looking for something like this. I think it's a little too easy to win tho. (With low score, addmitted)

Good work!

Thanks! You're the first person to comment who actually played!

The difficulty is maybe a bit too dependent on the quality of your start location. I had a couple games where an AI just took off with me having no hope of catching up with them through peaceful means. For a bigger challenge without upping the main difficulty level, you might choose opponents with the 'charasmatic' trait.
 
Don't suppose you could post the source code, could you? I'd like to incorporate this into my mod.

Ok, I'll try to do that this weekend. I'll warn you that it's somewhat convoluted, because at first I tried very hard to keep everything in python. Once I realized I needed the SDK, the project became an ugly combination of both. :mischief:
 
Thanks! You're the first person to comment who actually played!

I played a game but the AI took off ahead of me , on Noble , and /i couldn't figure out how to catch up. I couldn't see from the victory screen what I needed to do.

Any tips on how to boost your score - especially relative to leading AIs ?
 
I played a game but the AI took off ahead of me , on Noble , and /i couldn't figure out how to catch up. I couldn't see from the victory screen what I needed to do.

Any tips on how to boost your score - especially relative to leading AIs ?

See that screenshot of the victory screen on this post? Uh, I'm not the one who was winning. :lol:

I think that, because the early game counts for alot of years per turn and thus points, being lucky with resources early on can create a huge lead once cities can start gaining about 10 population.

At least I think that's what's going on. I fear that the only way to be sure of distributing the worlds resources in a fair and just manner might require no small amount of *gulp*... warmongering. You can't count on them to share, so you have to control everything with an iron fist to ensure that they do. Or, you can just hog everything yourself. In either case, first you gain control, then you do what you want with it.
 
Don't suppose you could post the source code, could you? I'd like to incorporate this into my mod.

I went ahead and posted the source code for anyone who is interested.
 
I'm keen to persevere because I'm in favour of any mod that offers a new victory condition.

So it seems that the resources are the main factor. I wondered about religion,temples and such , culture modifiers.

Another factor would be manipulating the AI to fight eachother.

I'll keep playtesting in my very limited time to play
 
Back to the explorer discussion: make sure that explorers cannot capture cities. :-) (bNoCapture I think in the XML).

And you could probably set it so that units that are not allowed to capture cities, also cannot capture workers. (If you "kill" a worker, send it to a nearby city?)
 
Back to the explorer discussion: make sure that explorers cannot capture cities. :-) (bNoCapture I think in the XML).

And you could probably set it so that units that are not allowed to capture cities, also cannot capture workers. (If you "kill" a worker, send it to a nearby city?)

Ew, that's not happening is it? I didn't actually change their attack status, I just gave em a little boost so that they weren't such easy prey to macemen.
 
Hmmm, with the explorer issue, is there anyway you can give them a bonus against barbarian units only and/or ability to *only* attack barbarian units (including animals)?

Aussie.
 
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