C2C Balance Thread

Thats what modular is all about, choices. But do be warned some of the C2C ones are MANDATORY to have ON.

I know, especially Hydro's. You can currently delete my whole folder if anyone wanted, because no one has used it for any dependencies inside it , except for Tech Celebration , which would end up being empty.

Hydro has some pretty strict standards for Buildings too.
 
In my games i lowered spawn animal rate to 1 because:
- AI dont handle animal hunting things well (or - im better with this then my computer :)
- remove micromanagment from shoulders.
- I dont like powerful effects they give to my cive before historic times. Prehistoric civilizations should be weak and small IMO.

And about buildings. In one hand they are sometimes funny (like model agency or barber - my girlfriend like them :p) in other hand Im mostly playing on huge/gigantic maps and to remove tedious micro I just using buliding lists and look on specific buldings. Ofcourse there is some crucial buidlings like Stone Tool Maker, Granary, Forge, Townclock etc that I always place manualy on lists.

We can always change some buildings avaible to only specific cultures (American, European etc)
 
We can always change some buildings avaible to only specific cultures (American, European etc)

I might start doing that , I can make a list.
 
There is only one question: do building for specific cultures should have same stats and just different name/icon or should be entire different. I think that same stats/different name&icon solution s easier to balance.
 
Well its by a case by case basis to be honest. some might require two OR specific cultures. the problem is game balance depends on play style and the situation of the game, especially traits and civic choices. i use the AI of AI War Fleet Command to base my choices.

I have seen the city of 4 of my enemies cities and I am the only one with low disease and stable health. i attack their gatherers with subdued eagles. i have not built a prehistoric wonder but i sent chasers and trackers to my main enemy the Sioux to hunt all the animals near their city. I have 4 subdued eagles scouting the area and Iam about to send some rafts with subdued animals to my healers if they get injured. I am in turn 409 out of 4k.
 
In my games i lowered spawn animal rate to 1 because:
- AI dont handle animal hunting things well (or - im better with this then my computer :)
- remove micromanagment from shoulders.
- I dont like powerful effects they give to my cive before historic times. Prehistoric civilizations should be weak and small IMO.

Can you do a work up on this and place a copy here of what you are changing, and more importantly what, and what speed, etc you are choosing, thx. Never know it might get adapted.
 
Can you do a work up on this and place a copy here of what you are changing, and more importantly what, and what speed, etc you are choosing, thx. Never know it might get adapted.

I find how to do this in this topic:
http://forums.civfanatics.com/showthread.php?t=439673

Especialy this paragraph:
These are set in the XML file A_New_Dawn_GlobalDefines.XML found in the Assets/XML folder. The variables are
ANIMAL_SPAWN_MODIFIER for the rate animals spawn at a value between 100 and 200 seems to work best. Set this value to zero (0) if you want to play without animals.
DONT_ESCORT_SUBDUED_LAND_ANIMAL if set to 1 subdued animals will teleport to the nearest land city. Default is teleport.
DONT_ESCORT_SUBDUED_SEA_ANIMAL for sea creatures rather than land animals.
 
How do you do that - they are defensive only so they should not be able to attack any units.

Have it attack weak animals like a Pigeon or two so you have experience to get Combat 1 Promotion.
 
Have it attack weak animals like a Pigeon or two so you have experience to get Combat 1 Promotion.

But it can't attack at all only defend! It has the bDefensive tag set to 1 so that it can't attack. All subdued animals are supposed to only be able to defend. Promotions should not be changing that. Mind you there should be the ability to upgrade the Hawk to a hunting hawk in cities with a Falconry School building (not yet designed).
 
I was actually asking YOUR spec's that YOU change so i can see, my wording is sometimes not so good, sorry.

If you mean my starting options then I mostly using this:
- Noble or Prince difficulty
- Giant or Gigantic maps
- Snail speed
- Only 4 or 5 civs (rest will spawn later from Barbarian cities)
- No tech brokering/trading
- Limited religions
- Choose religions

Rest is mostly random
Onlfy few civs at begining of the game is quite realistic because world is mostly empty and prehistoric era move quite fast without bigger conflicts.
 
If you mean my starting options then I mostly using this:
- Noble or Prince difficulty
- Giant or Gigantic maps
- Snail speed
- Only 4 or 5 civs (rest will spawn later from Barbarian cities)
- No tech brokering/trading
- Limited religions
- Choose religions

Rest is mostly random
Onlfy few civs at begining of the game is quite realistic because world is mostly empty and prehistoric era move quite fast without bigger conflicts.

Not this stuff, what you were talking about in this post: http://forums.civfanatics.com/showpost.php?p=12919495&postcount=1002 , pertaining to buildings and the like??
 
Ah you mean list of the building which are important for me and which are just less and can be removed?
 
Ah you mean list of the building which are important for me and which are just less and can be removed?

I think he means a code window or detailed instructions showing exactly what config values you are changing and in exactly what files at what locations...
 
Cant quite put my finger on why but Ive found on immortal its quite easy to be tech leader during prehistoric era and be a landslide winner in the race to tribalism and then sedentary lifestyle. My last game I was even pretty casual about it, i took a huge detour to Tengriism before leisurely picking it up.

A large part of it might be the scientific trait. I don't see any reason to take anything but scientific for the first trait. However the AIs don't take often take it. Most of the other ones don't give a large enough early game boost to be worth it.
 
Cant quite put my finger on why but Ive found on immortal its quite easy to be tech leader during prehistoric era and be a landslide winner in the race to tribalism and then sedentary lifestyle. My last game I was even pretty casual about it, i took a huge detour to Tengriism before leisurely picking it up.

A large part of it might be the scientific trait. I don't see any reason to take anything but scientific for the first trait. However the AIs don't take often take it. Most of the other ones don't give a large enough early game boost to be worth it.

Thanks for the feedback on traits, could you be a bit more specific? What in particular about scientific do you feel makes it too strong?
 
Thanks for the feedback on traits, could you be a bit more specific? What in particular about scientific do you feel makes it too strong?

It has the following modifiers:

+1 :science: per city
10% :science: in capital
10% :science: overall

For the first 2/3rds of the prehistoric era, your entire science output IS your capital and the +1 at the time you get choose the first trait is pretty much 10% in itself

Still, even ignoring that +1 you are looking at a 21% (1.10 x 1.10 = 1.21) increase in science.

And I don't know the AI's preferences, but most players will make getting animal myths and elder council a priority so the whole thing snowballs quite quickly
 
Overpowered: Klasies River Caves

Reasoning:
Only requirement is caves. Well, caves are already kind of overpowered since you get 2 :hammers: and 2 :health: with them and cave dwellings.

A 2 hammer hill + cave dwelling makes build time 30 turns on snail right from turn 12 or so if you want, which isnt a very big build time early on because you will make up those lost hammers fast (within the next 50 turns)

so with the synergy you get 2 health + 3 food, a 5 food swing at this stage of game allowing you to build your pop much faster. you get 5 hammers from this combo as well.

But the overpowering part? 3 commerce. 3 commerce is huge at that stage of game.

Yes, it goes away at the end of the prehistoric era. but the advantage it gives during that era is significant.
 
I think he means a code window or detailed instructions showing exactly what config values you are changing and in exactly what files at what locations...

In files I change only aninam spawn rate. Rest is ok for me.
 
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