1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

C2C - Civics Discussion Thread

Discussion in 'Civ4 - Caveman 2 Cosmos' started by EldrinFal, Aug 17, 2011.

  1. Faustmouse

    Faustmouse Deity

    Joined:
    Jan 31, 2012
    Messages:
    3,522
    Maybe the Ecologist should be a Specialist but not a unit. Or maybe an upgradable building.
     
  2. CIVPlayer8

    CIVPlayer8 Prince

    Joined:
    Aug 5, 2011
    Messages:
    443
    Location:
    Texas
    Alright, I think I might as well share this idea I came up with awhile back...
    Two New Properties: Unemployment & Homelessness
    -These two properties will function more like the "Flammability" property, which is more static, than the 'Crime" property, which diffuses over tiles.
    -Unemployment: As the population grows, so does unemployment. However, with each building that requires work to be done, (Stick gatherer, factory, Police Station,etc.) the unemployment decreases. If there is not enough unemployment in the city, then new buildings you construct have no effect! This will stop young cities from having a ridiculous amount of +1 gold buildings. This will also give a great new meaning to the Labor civic you choose.
    -Homelessness:Same as Unemployment, the Homelessness property grows with the population. Similar to unemployment, you can decrease this with houses. In each city, it is possible to have 1 of each low density house, 2 of each medium density, and 3 of each high density. Eventually, the default housing will not be enough to hold your citizens. Then, you will have to build the cottage improvement to support new citizens. With each cottage, you can make 3 of each low density and 1 medium, with the hamlet you can make 2 low 3 medium, with the village you can make 1 low 3 medium and 1 high. With the town you make 2 medium and 4 high.:whew: Hope that wasn't too hard to follow.:D Yes, this idea will require homes to no longer be autobuilt. Please consider. Thanks for reading.:goodjob:

    Regarding the civics, I would rather not the civics directly influence properties such as air pollution. I would much rather the buildings they unlock reduce air pollution.
     
  3. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    16,210
    Gender:
    Male
    Location:
    Western IL. cornfields
    I can see this maybe working for the slower game speeds (were Gold flows like honey) but will cripple Epic and Normal (were you have to Really manage your Gold and Every gold producing bldg is a Must have).

    JosEPh
     
  4. wolfensoul9

    wolfensoul9 Warlord

    Joined:
    May 9, 2012
    Messages:
    255
    It still baffles me how a simple contracting of turns makes the gold so much harder to acquire.

    It just doesn't make any sense to me.
     
  5. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    16,210
    Gender:
    Male
    Location:
    Western IL. cornfields
    But you did see it in the Challenge game, right?

    JosEPh
     
  6. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,539
    Gender:
    Male
    Location:
    Canberra, Australia
    It has nothing to do with the era! I will need to many units at the same time.

    In an old game I would need 1-2 defenders plus a spy in each city; two bands/armies one for defense (8-10) units and one attack (12-16 units extras being siege and healer); 10-25 dogs patrolling my borders; 5 hunters out hunting; 10-20 workers and maybe a few specialists as well. Oh plus animals and missionaries.

    Now I need 2-5 crime fighters per city, 1-2 healers per city and 1-2 environmentalists per city. OR 4-9 extra per city. This means that I have too many units when I get over 20 cities.

    I would have been much happier if the anti-crime, anti-disease etc was done with buildings not units.

    Is this going to be based on population or the number that represents population? A size one city has what about 1000 people in it.

    I don't like the housing concept at all, not the way it was nor the way you are suggestion, not even the auto build that is in there now, but I can live with this last as it does make a very small bit of sense.

    Edit - thinking further on the need people to run buildings - I would prefer not to be able to build buildings if they are not going to be worked. Also we would need to be able to show this on the city/buildings some how and allow the player to switch workers from one building to another.
     
  7. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    16,281
    Location:
    California, USA
    @CIVPlayer8

    Please hold off on the Unemployment & Homelessness stuff. I have some ideas in mind but don't want to introduce it at this time.

    @Dancing Hoskuld

    I thought you were meaning that your computer could not take more units. If its just having too many per era that's a whole other issue. Plus weren't you going to introduce some Diplomat and POW units too Not to mention land mine and water mine units? The Ecology type units would not appear until the Renaissance Era anyways.

    And some buildings DO give anti-crime, anti-disease and even anti-pollution. The units are there to pick up the slack in balance if you do not have enough of those buildings available.
     
  8. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
    Mar 13, 2006
    Messages:
    20,563
    Gender:
    Male
    Location:
    MN
    I hope so, i have somethings planned when he does do this, "if" it works that is.
     
  9. wolfensoul9

    wolfensoul9 Warlord

    Joined:
    May 9, 2012
    Messages:
    255
    I did indeed. I just wish I knew what precisely it was that was causing it.

    Something's gotta be whack.
     
  10. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    16,210
    Gender:
    Male
    Location:
    Western IL. cornfields
    I think it's a rather simple to see but not sure about fixing.

    If Eternity is now 14,000 turns and Epic is now only 2000 and Normal 1000 turns respectively, then the formula used Must be Very restrictive at the 14,000 turn and no restrictions at 1000 turns.

    It's been 37 years since I really used Differential equations but someone up to snuff with current math should be able to figure it out ( like Koshling or AIAndy, perhaps maybe even ls612).

    You just can't put the same restrictions on Normal/Epic and reasonably expect them to play just like Snail/Eon/Eternity. Just won't happen with % Modifiers used across the board.

    JosEPh
     
  11. ls612

    ls612 Deity Moderator

    Joined:
    Mar 10, 2008
    Messages:
    8,072
    Location:
    America
    I won't be learning differential equations in Calc class until the spring.:mischief:
     
  12. Koshling

    Koshling Vorlon

    Joined:
    Apr 11, 2011
    Messages:
    9,254
    But there are no modifiers applied to gold that relate to game speed. It's just a per turn thing, and a turn is a turn whatever the game speed. That is, with he same set of cities and buildings and civics, the gold output (and consumption) should be the same regardless of game speed.

    In a slower game there are more turns over which any gold RATE imbalance can accrue, bu that can only amplify an effect on slower speeds, not invert it. As such I am also bemused as to the cause of this effect.
     
  13. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    16,210
    Gender:
    Male
    Location:
    Western IL. cornfields
    Well at least ppl are starting to see Why I was so Opposed to all the gold reductions.

    It may be a combination of factors. But the % modifiers, whether related to "there are no modifiers applied to gold that relate to game speed...", or not vs the simple + or - Gold of basic Civ IV has done stranger things to BtS Mods. This has been a recurring problem since RoM thru AND to now C2C (the effects of % vs + or - ).

    Maybe there should be?

    JosEPh
     
  14. Koshling

    Koshling Vorlon

    Joined:
    Apr 11, 2011
    Messages:
    9,254
    Might be appropriate, but until we diagnose the cause, it's hard to say what the appropriate solution will be.
     
  15. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    16,210
    Gender:
    Male
    Location:
    Western IL. cornfields
    I understand. And also understand if it's low priority.

    JosEPh
     
  16. Ari Rahikkala

    Ari Rahikkala Chieftain

    Joined:
    Apr 1, 2007
    Messages:
    98
  17. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,539
    Gender:
    Male
    Location:
    Canberra, Australia
    Interesting suggestions. I do like reduction in the number of effects for each civic.
     
  18. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
    Mar 13, 2006
    Messages:
    20,563
    Gender:
    Male
    Location:
    MN

    I have to agree with DH, some very interesting stuff there, and thx for at least putting ideas up like this, "Way to Go." :)
     
  19. bill2505

    bill2505 King

    Joined:
    Sep 16, 2009
    Messages:
    645
    one thing i found critical. there is not flamability reducing building until very late of the game
     
  20. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    16,281
    Location:
    California, USA
    The Town Well reduces Flammability and it comes at Masonry tech which is an Ancient tech.
     

Share This Page