C2C Advanced Civics 2.0

OK a few questions here?? Or am i missing something?? I personally believe the LAST one of each Civic ought to be the (at best, BEST) option to a final game, IMHO

See pic(s) and questions inside??
 
I am finding that the Metals civic is a big change, before it I have to decide if I should keep that animal for my next city or not and on Noble I generally get at most +10 gold per turn. Once I get metals it immediately becomes 100+ per turn and I can stop worrrying about money for the rest of the game. The change is all down to the change in $ maintenance for number and distance. I think a smaller drop in all three may be warrented.
 
So... After a very long extended absence, I am, more or less, back. I'm not going to jump back into modding just yet, for two reasons:
1.) I have no clue what the teams intentions are at this moment, I have been away too long.

And more importantly

2.) I have not earned my right to officially mod again.

Well anyways...I dunno. Real life has been a bit hectic lately, but things are much calmer now. Something has rekindled my desire for C2C. :D But if/when I do something with the civics, I'll just release it as a modmod again, not an official patch.

Its late here, so I can't think as straight as I'd like, but I do have some ideas I'd like to put into modmod form, so we shall see.

If you have any questions for me/comments to make, feel free to message me!

I'm sorry if my absence has created many problems!
 
If you have any questions for me/comments to make, feel free to message me!

:lol: Well welcome back, ??maybe?? :crazyeye: I like your new ending statement!!:eek:
Spoiler :
Former Civic Designer for C2C.:p;)
 
1.) I have no clue what the teams intentions are at this moment, I have been away too long.

Welcome back!

i liked the idea of having equally strong civics in each category. I think the system was:

1) bad civic, from the start
2) better but still bad
3) better then 2 or 1, but still not that good.
4) good for :gold: but penalty in :science:
5) :excellent for :culture:, but bad in wars
6) good in wars, but small penalties in everything else

etc. just an example. 4/5/6 are almost balanced, maybe still increasing a bit overall, but still in a way that it is not just a no brainer to have one specific civic the whole game.
 
Yes, good to have ya back indeed.

I remember taking an extended break a while ago and when I returned I played a long game to get started and reacquainted with what the mod had become so far.

We do need your further assistance on civics though... However, I'd try to go the 'tweak often' route. They really aren't bad but each could be given some further evaluation and some additional balance. Some are just not measuring up to others enough that even one a new tech has unlocked may never be worth selecting. So I'd be looking for those spots and looking to make those 'poor' ones a little more attractive. I believe the buildings are often the cause of these 'sticky' civics you'd never want to leave.

Additionally, I would be looking for whatever balance factors seem out of whack during the experience of game play and watching for ways that optimal civic choices for those eras can be made to help bring the game balance a little back into a challenging but not overwhelming focus. I recently adjusted Tribal Warfare to allow it to solve a gold problem that was common when you'd unlock the civic but at the cost of losing access to the further production of criminal uints. Seems to have worked very well imo.

Anyhow, there's been a lot of discussion on this thread you may wish to take note of as you go about considering adjustments as well. There's a bit of a backlog of interesting considerations made here.


So again, welcome back and we're glad to have ya!
 
@T-Brd,
I see your ISP is acting up again, double post. :p

@CIVPlayer8,
Welcome back. After you've had a chance to catch up so to speak, it would be nice to engage you in some dialogue. ;)

JosEPh :)
 
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