[BTS] MarnzMod

I was creating a map on your mod yesterday, pondering the awesomeness of a giant earth map with virtually all civilizations in your mod on it. Alongside the boundless resources and the flexibility of economic benefits your civics have in the game, that it would be the perfect example of a Civilization Map, a never ending odyssey of Human History. So Can I suggest maybe several earth maps be included in future updates. Some smaller, larger, more or less civs to accommodate player's tastes, because Every Mod with an Earth Map that I know of (at least the ones I play) have smaller maps with 18 Civs or less. Just a suggestion,
Thanks for all the advice btw,
I'm working on learning how to create mods of my own

If you create an earth map for my mod, please feel free to share. :D Or if anyone else would like to make one for me, I'd appreciate it. If not I'll get to it eventually. :mischief:
 
Hi, I am unable to download your MOD from filefront. Alternative downloads from rapidshare is only for update/patch. Thx for reply
 
EDIT: I was thinking of problems of adding more religions and alsoof what I can do now that I know a little bit of python. What do you guys think if was able to limit a civ to only be able to found one religion?


That might be a good idea. I'd still like to see more religions, but such a limit would solve the major issue of "accidentally" founding religions or carefully planning your research to avoid discovering spiritual techs.

As for Egyptian paganism, for simplicity you could call it Amunism. Not very authentic, but I hear that some neo-pagans like to use that term.

I actually like the way resources work in your mod, except it seems that metals prefer to appear on grasslands instead of in hills. That is a bit annoying. It might be nice to make deer appear in all forests, like elephants in jungles. I can't understand why Firaxis decided that deer should be limited to tundra. I guess they did it so tundra would have a food source. Maybe you could add barley and make it likely to appear in tundra, as in VISA.

Any chance you could add huge maps and slow speeds as in Rise of Mankind? I tried that mod the other day, and while I found the content too limited, the huge map made it much more fun to play with continents.
 
@Ionopachys

Thanx for "Amunism". I think I'll leave deer as is. It's good to resources in limited areas to promote trade. Besides, I have apples as a forest food source. I might do something about metals though.

When you mention RoM, do you mean a bigger than huge map script or an actual map? And a slower than marathon game speed?
 
When you mention RoM, do you mean a bigger than huge map script or an actual map? And a slower than marathon game speed?

Sorry, it wasn't Rise of Mankind, it was History in the Making (I can't get RoM to run). Yes, it has a giant map script and I think they call the slowest game speed Odyssey.
 
EDIT: I was thinking of problems of adding more religions and alsoof what I can do now that I know a little bit of python. What do you guys think if was able to limit a civ to only be able to found one religion?

For religions, I realize that your mod (which, as others have said, is awesome) makes a lot of changes, but fully separating them out of the tree or making them limited to only one per civ seems a little extreme. Primarily because I'm afraid of changing the underlying structure of the game too much. For the same reasons I'm afraid of reordering the early tech (Calendar being the prime example, as while Ishklatar's suggestion makes sense, Calendar's key benefit is opening up a bunch of happy resources, and putting it earlier means you'd have to delve that out to a later tech, figure that out, etc.)

On the unhappy penalty for techs, I thought of a flaw... if you get a new city with no connection to the trade network, how do you grow it if you have -7 unhappy at start? Of course, this may just require planning...

Also, some other things from last night:
Update description for Combustion - still references Creative Constuctions but no longer provides it.

After researching Exposition first, I received an event 'Our city of Amsterdam has invited the world...' '... first World Exposition' (intervening text removed for brevity.) The bullet below detailing what my 'choice' was was labeled 'TXT_KEY_EVENT_FIRSTEXPO_1'. When I mouseover'd it, I correctly received the detail of my benefits.
 
If you're going to add more religions, I'd suggest doing this: make Choose Religions default (it's in CivGameOptions.xml or something like that). That way, you can have more different religions without having more in a given game.

I'd imagine you could give each religious tech a few to choose between if you'd prefer they retain their chronological founding times. Like, for Polytheism, you could allow Hellenism, Hinduism, or Nordism (or whatever) to be founded. Monotheism, maybe Judaism or Zoroastrianism.
 
For religions, I realize that your mod (which, as others have said, is awesome) makes a lot of changes, but fully separating them out of the tree or making them limited to only one per civ seems a little extreme. Primarily because I'm afraid of changing the underlying structure of the game too much. For the same reasons I'm afraid of reordering the early tech (Calendar being the prime example, as while Ishklatar's suggestion makes sense, Calendar's key benefit is opening up a bunch of happy resources, and putting it earlier means you'd have to delve that out to a later tech, figure that out, etc.)

I must respectfully disagree. Religions would still be discovered through researching technologies. SD made the cost very low so that it would only take one or maybe two extra turns to found a religion. The basic game play would be the same, except now you would have the option of spending an extra turn to found a religion or moving on to something else. It wouldn't greatly change the way religions work, only give the player a bit more freedom. Frankly, I don't understand why people like new units, resources, and technologies that can substantially alter game play, yet don't want to mess with the way religions work. Maybe it could be made into a modular add on, so players could easily choose whether or not to use it.

It has always annoyed me a bit that some resources are revealed before you can do anything with them. I suppose this could allow for more strategic panning, but I find it irritating. However, your concern could be easily resolved by moving plantation up to Improved Farming, or making certain resources to be revealed by later techs. Calendar is already a pretty early technology, so in the long run it wouldn't make a huge difference. Besides, if Calendar were a prerequisite for Improved Farming, then you would have to wait a bit longer to get access to a couple of food resources, which might balance things out a bit.
 
@Tyranny12
My reasoning for limiting religions for civs is the fact that usually in my games one or two civs found most of the religions. Those civs tend to only push one of those religions. Usually I only see three maybe four different religious factions. IMO limiting religions will provide more interesting gameplay. I'm also going to add a Religious Victory and would like to nix the easy found many religions strategy.

If I do move Calendar up the tech tree, it will be in name only. Maybe just swapping names of calendar improved farming. Or if I can think of suitable replacement. :scan:

You make a good point about the tech rate happiness. Now I have to come up with something else. Than a lot. :p

I'll put the additional text bugs on my to do list. :crazyeye:

@PotatoSamuari
Interesting idea. But I'd like to see how the game plays with more religions. It's something for me to keep in mind though. When I determine the right amount of religions for this mod, I can still use this method to add even more religions like Norse mythology and Zoroastrianism. :cool:

@Ionopachys
The main thing holding back from seperating religions from main tech tree is that, while like having more techs, I'm not a big fan of dead end techs. Besides, if I do add religion limits, it would nullify your concerns. On a side note, what do you consider a good situation to not found a religion if given the opportunity?

On your points about resources, I look at it this way. All revealed resources can be utilized even if you can't build an improvement to access them. What I mean by this is the civ knows about this resource and some of its benefits and there fore gets a little bonus for working inside city radius. Then once they learn a specifc tech they then either fully understand it and it becomes more valuable or the tech allows the civ to better harvest the resource making it more valuable. :D
 
Interesting idea. But I'd like to see how the game plays with more religions. It's something for me to keep in mind though. When I determine the right amount of religions for this mod, I can still use this method to add even more religions like Norse mythology and Zoroastrianism.

The ones I think would be best to add:
1. Zoroastrianism. It was the official religion of the Persian Empire, which in vanilla doesn't have its own religion.
2. Shinto. Major Japanese religion, was the state religion of Japan during WWII.
3. Baha'i. Another good Persian religion, one of several syncretic religions.
4. Cao Dai. Since you have a Vietnamese civ, this Vietnamese syncretic religion would be a great addition.
5. Jainism. One of the three original sramanic religions, the other remaining one being Buddhism. It's a major religion in India.
6. Sikhism. An Indian syncretic religion. They're known for being fairly militaristic since they've had to deal with a lot of persecution.

Personally I think India should get as many religions as reasonably possible, since the Indians are such culture whores :P

I'm not too enthusiastic about adding pantheonic religions simply because they don't have the doctrinal unity that really makes them into unified religions. The Hellenic gods, for example, were given different names and worshiped by different means throughout Greek-speaking lands. In addition, people of one religious group (e.g. Greeks vs. Egyptians) did not distinguish between two different names for a single deity. Isis was the same goddess as Hera (or Demeter, Artemis, and others depending on the interpreter), Hermes was Thoth, etc.
 
I downloaded the mod and the patchs, but when i run the game and then run the mod it exits out of the game and it doesnt start back up, but when i ctrl+alt+del and look in the processes it still says beyond the sword is running, and i've got the 3.13 patch.
 
I just discovered this mod a few days ago, so I'm new to the discussions. I wanted to post here and say "Wow! This is a great mod!" I've been trying it out and its really addicting . . . . :eek:

I love the health care and education dimensions. I love the complexity of the extra techs, the diversity you can have with the all the civs -- its great.

And as far as I can tell, everything is working smoothly - no crashes, no glitches, . . . . :D

And given that this thread is developing with discussions, I suppose that means its a growing mod -- always looking for improvements. So, if suggestions are welcome, I did have a suggestion (more aesthetic than fuctional). The names of the "healthcare" categories seem a little too modern. For example, there is a jump from herbalism to private health care, but "private H.C." isn't what it was called in the medieval period. I mean, the origin of "hospitals" came about from Knights of the Order of St. John (Hospitalers) who set up buildings as a "hospice" - a place for pilgrims and travelers to get rest, fresh water, and maybe fresh bandages. So, "healers" would provide hospitality. So I guess this form would be more like "hospice care." Then came the development of a medical profession (not just one guy and his students, but the establishment of a recognized field of study). Then we get to government regulated medical associations and so forth. Anyway, I'm not suggesting changing how they function, but I guess I'm suggesting possible other names for what to call these categories. :)

So anyway, great mod -- keep up the good work! :D
 
I downloaded the mod and the patchs, but when i run the game and then run the mod it exits out of the game and it doesnt start back up, but when i ctrl+alt+del and look in the processes it still says beyond the sword is running, and i've got the 3.13 patch.

How long did you wait? On some systems it can take several minutes to load.

I just discovered this mod a few days ago, so I'm new to the discussions. I wanted to post here and say "Wow! This is a great mod!" I've been trying it out and its really addicting . . . . :eek:

I love the health care and education dimensions. I love the complexity of the extra techs, the diversity you can have with the all the civs -- its great.

And as far as I can tell, everything is working smoothly - no crashes, no glitches, . . . . :D

And given that this thread is developing with discussions, I suppose that means its a growing mod -- always looking for improvements. So, if suggestions are welcome, I did have a suggestion (more aesthetic than fuctional). The names of the "healthcare" categories seem a little too modern. For example, there is a jump from herbalism to private health care, but "private H.C." isn't what it was called in the medieval period. I mean, the origin of "hospitals" came about from Knights of the Order of St. John (Hospitalers) who set up buildings as a "hospice" - a place for pilgrims and travelers to get rest, fresh water, and maybe fresh bandages. So, "healers" would provide hospitality. So I guess this form would be more like "hospice care." Then came the development of a medical profession (not just one guy and his students, but the establishment of a recognized field of study). Then we get to government regulated medical associations and so forth. Anyway, I'm not suggesting changing how they function, but I guess I'm suggesting possible other names for what to call these categories. :)

So anyway, great mod -- keep up the good work! :D

I glad you like the mod. :D

I have no problems listening to suggestions. Yeah, I never was happy with the healthcare names. Hospice Care is a good name. Got any others?
 
@NodNarb185 it takes me 1 or 2 minutes for the mod to load, and i have a fairly good computer

bmarnz,
really like your mod. thanks for your time and effort putting it together.

hope you don't make any major rules changes. one of the things that first attracted me to this mod was it held to mainly bts rules, just with more and nicer stuff: techs, wonders, buildings, resources, and units than in regular bts.

just a heads up about two bugs i've noticed with unit art.
the Babylon Cuirassier and English Infantry showed as red blobs for me. maybe i did something screwing around to cause it, but it seems the artwork for those two units isn't there
 
@NodNarb185 it takes me 1 or 2 minutes for the mod to load, and i have a fairly good computer

bmarnz,
really like your mod. thanks for your time and effort putting it together.

hope you don't make any major rules changes. one of the things that first attracted me to this mod was it held to mainly bts rules, just with more and nicer stuff: techs, wonders, buildings, resources, and units than in regular bts.

just a heads up about two bugs i've noticed with unit art.
the Babylon Cuirassier and English Infantry showed as red blobs for me. maybe i did something screwing around to cause it, but it seems the artwork for those two units isn't there

I try not to do anything too drastic. :eek:
I'll double check those units.
 
@Tyranny12
My reasoning for limiting religions for civs is the fact that usually in my games one or two civs found most of the religions. Those civs tend to only push one of those religions. Usually I only see three maybe four different religious factions. IMO limiting religions will provide more interesting gameplay. I'm also going to add a Religious Victory and would like to nix the easy found many religions strategy.

If I do move Calendar up the tech tree, it will be in name only. Maybe just swapping names of calendar improved farming. Or if I can think of suitable replacement. :scan:

You make a good point about the tech rate happiness. Now I have to come up with something else. Than a lot. :p

Ah, now your religion change makes sense - if it had the effect of more religions in the game I would be appreciative. I see that so rarely. I had an Extra game going, Mid/Small, where most civs spawned colonies, had different religions, and had periods of near-total world war. That was sweet.

I should point out, as I said on the tech rate side of things - all it does is make it a planning issue. Aka build the road first. And then if the city is blockaded/cut off, there is a real penalty to it. That might make it more interesting.
 
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