Sarkyn
Warlord
Hi all!
On the suggestion of this forum (or was it in an in-game tip...) I tried the following:
- Raging Barbarians
- BarbarianCiv
- No other players
- Large map
- Epic speed
The idea was, I could set it up to a difficulty level harder than I am used to, set the game going and the opponents would eventually morph out of the barbarian cities around the world. The game would be long, and well, epic. The opponents plentiful.
I'd get a good head-start on them, but not by much and that's compensated for by the higher difficulty. What it would do would mean that I'd get to the end-game era in a reasonable position of dominances to then enjoy a healthy and long-slogging endgame war.
Now - the problem.
Resource quantity is specified in a few ways in Civ4BonusInfos
Snipping from the WIKi:
The difficulty my mega-game came across was in STRATEGIC resources.
Because their appearance is constrained by the number of players, they appeared only ONCE each.
That's right - I had a large map, full of 14 semi-hostile ex-barbarian civilisations, and there was exactly:
1x Ivory
1x Horse
1x Sulphur
1x Salt (?)
1x Rubber
1x Oil
Needless to say, this created certain bottle-necks, the first of which was GLASS. Since there was only one salt, and it was half a world away on an obscure island with an underdeveloped Civilisation (America, as it happens), I had to declare war and move a small army (about 14 turns of Ocean voyage and 3 attempts as the first two fleets got sunk on the way), just to make a decent glass for my wine.
When the resource pattern repeated itself for Sulphur, I started to get curious.
That was when I realised that of all the 14+ civilisations (it keeps changing a lot with BarbCiv and Revolutions) only the English had cavalry of ANY kind, and only the American Indians had Elephant units of ANY kind.
So, is this "style" of play impossible, do you think?
Or do you think that there may be room to have a quick re-think of which tags above to use for Strategic resource placement, so as to lessen the PER-PLAYER effect, and make them sprinkle themselves around the world in a more fun fashion.
As it stands, the BarbCiv method isn't really playable. The bottlenecks take a lot of the fun out of it, as can you imagine playing an entire game without Cavalry of any kind? Or without Aluminium? Or having to Tech Rush to the Ethanol corporation to get around an Oil shortage? One or two of these in a game is a "Fun Challenge", but a game full of them ?
I'd love to hear what you think guys. It's only one XML file, and given enough hand-holding, if we can agree on HOW to solve the problem, I might rewrite the XML for you....
On the suggestion of this forum (or was it in an in-game tip...) I tried the following:
- Raging Barbarians
- BarbarianCiv
- No other players
- Large map
- Epic speed
The idea was, I could set it up to a difficulty level harder than I am used to, set the game going and the opponents would eventually morph out of the barbarian cities around the world. The game would be long, and well, epic. The opponents plentiful.
I'd get a good head-start on them, but not by much and that's compensated for by the higher difficulty. What it would do would mean that I'd get to the end-game era in a reasonable position of dominances to then enjoy a healthy and long-slogging endgame war.
Now - the problem.
Resource quantity is specified in a few ways in Civ4BonusInfos
Snipping from the WIKi:
iConstAppearance = Percentage, once the number of bonus resources to place is calculated, it is mulitplied by this percentage. Note, once there are no more valid plots on the map, no more resources will be placed. If this value is set high, typically the iUnique value will limit the number of resources.
iPlayer = Approximate occurances per player, in percent (%), so 150 is about 1.5 per player.
iTilesPer = The fixed number of additional occurances per x tiles, so 120 would mean an additional occurance every 120 tiles existing on the map. Note, an additional random number of this resource is added by iRandApp1 through iRandApp4.
iMinLandPercent = If a resource can be on land and ocean, this is percantage that will be located on land.
iRandApp1-4 (4 tags) = Random number, from 0 to iRandApp1 of additional resources to place, also see multiple line tag Rands below.
The difficulty my mega-game came across was in STRATEGIC resources.
Because their appearance is constrained by the number of players, they appeared only ONCE each.
That's right - I had a large map, full of 14 semi-hostile ex-barbarian civilisations, and there was exactly:
1x Ivory
1x Horse
1x Sulphur
1x Salt (?)
1x Rubber
1x Oil
Needless to say, this created certain bottle-necks, the first of which was GLASS. Since there was only one salt, and it was half a world away on an obscure island with an underdeveloped Civilisation (America, as it happens), I had to declare war and move a small army (about 14 turns of Ocean voyage and 3 attempts as the first two fleets got sunk on the way), just to make a decent glass for my wine.
When the resource pattern repeated itself for Sulphur, I started to get curious.
That was when I realised that of all the 14+ civilisations (it keeps changing a lot with BarbCiv and Revolutions) only the English had cavalry of ANY kind, and only the American Indians had Elephant units of ANY kind.
So, is this "style" of play impossible, do you think?
Or do you think that there may be room to have a quick re-think of which tags above to use for Strategic resource placement, so as to lessen the PER-PLAYER effect, and make them sprinkle themselves around the world in a more fun fashion.
As it stands, the BarbCiv method isn't really playable. The bottlenecks take a lot of the fun out of it, as can you imagine playing an entire game without Cavalry of any kind? Or without Aluminium? Or having to Tech Rush to the Ethanol corporation to get around an Oil shortage? One or two of these in a game is a "Fun Challenge", but a game full of them ?
I'd love to hear what you think guys. It's only one XML file, and given enough hand-holding, if we can agree on HOW to solve the problem, I might rewrite the XML for you....

