C2C - Civics Discussion Thread

I place my starting city so that I have a 3f 1 gold or 1 f 2h 1 gold. River tiles and coast if possible.

This mod has made it a point to screw the hell out of food production at game start. Adding in needing Food to build the early Mil units will only make this this snail paced growth even worse. How long will it take for that Chaser or stone thrower to get built using Food instead of hammer? I suspect it will add several turns to each.

Oh I leave Militia as fast as possible, but now even moreso with these proposed changes.

And yes I do Not like mil unit production tied to food in any form. Mainly because of what the modders have done to food in the beginning of the game.

But it's just one opinion amongst many, and I'm usually in the minority.

JosEPh

I personally agree with you on Milita, but regarding the food situation at the start that is necessary to make the Prehistoric Era interesting. It was designed to be not so much about vanilla civ rushing but about hunting and gathering, which is why I (and I assume most others) enjoy it.
 
Posting upon request in this thread as well:

Guys civic "trade" still gives +75% to all trade yields... (SVN 5143) That's way too much because Im not even in industrial era yet and I have cities with population of 80 and they don't work a single tile yet they do have gigantic food surplus. Not to mention all other economic civics are useless now..
I changed it to +30% in my xml (F/P/C) and I suggest you to revaluate too.. Especially food bonus.
 
Guys civic "trade" still gives +75% to all trade yields... (SVN 5143) That's way too much because Im not even in industrial era yet and I have cities with population of 80 and they don't work a single tile yet they do have gigantic food surplus. Not to mention all other economic civics are useless now..
I changed it to +30% in my xml (F/P/C) and I suggest you to revaluate too.. Especially food bonus.
Size 80 city is self sufficient without tiles? Is it okay if you post a save game so I can see whats going on? If this is true, I'll probably see how 50% runs first, before 30%.
 
Size 80 city is self sufficient without tiles? Is it okay if you post a save game so I can see whats going on? If this is true, I'll probably see how 50% runs first, before 30%.

It's pretty easy actually, and although trade is highly signifiant, it's not the only causative factor. Buildings that increase food by a percentage are also significant.
 
Size 80 city is self sufficient without tiles? Is it okay if you post a save game so I can see whats going on? If this is true, I'll probably see how 50% runs first, before 30%.

That actually sounds realistic to me. I think of modern day New York city for instance, it cannot support itself from a food perspective by any means, but it gets plenty of food via trade.
 
That actually sounds realistic to me. I think of modern day New York city for instance, it cannot support itself from a food perspective by any means, but it gets plenty of food via trade.

Well of course but I was talking about pre-industrial era, when food processing plants, factories, mechanized agriculture and heavy transportation, refrigeration etc. did not exist. I doubt you could supply New York just with crops from farms in the neighborhood and a few Manhattans' fishermen.


Koshling said:
It's pretty easy actually, and although trade is highly signifiant, it's not the only causative factor. Buildings that increase food by a percentage are also significant.

Trade can be actually THE MOST significant factor in renaissance because there are no or very few buildings that increase food by percentage and basically you can build a huge city easily every 3 tiles(2 if they are across sea), all you need is to put all your citizens to slaves(as specialists) and have enough trade routes. At one point I had maybe 15 cities and only about 5 tiles were being worked in my whole empire! And most of the cities were getting new citizen every 1-2 turns... That's just wrong.

I'm not sure If I can find an old save to prove that because I went through world war since then and I keep only 10 autosaves that are being replaced every turn.


EDIT: Here's save. I manually turned all citizens to slaves to prove you need nothing except trade routes and slavery. Note that most of my cities have only domestic trade routes now but before I conducted wars on 4 continents I had foreign trade routes in more of my cities and they had even more food than now, just look at Yosadharapura or Quezon City what foreign trade can do to your cities. But as you can see I dont even need foreign trade routes to feed them.

Now imagine what will happen If I switch to Corporate agriculture and build/hurry megafarm in every city? And later canneries, food processing plants, corporations, etc..?

OT: Lol 2Mb limit for save game uploads?
 

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Well of course but I was talking about pre-industrial era, when food processing plants, factories, mechanized agriculture and heavy transportation, refrigeration etc. did not exist. I doubt you could supply New York just with crops from farms in the neighborhood and a few Manhattans' fishermen.




Trade can be actually THE MOST significant factor in renaissance because there are no or very few buildings that increase food by percentage and basically you can build a huge city easily every 3 tiles(2 if they are across sea), all you need is to put all your citizens to slaves(as specialists) and have enough trade routes. At one point I had maybe 15 cities and only about 5 tiles were being worked in my whole empire! And most of the cities were getting new citizen every 1-2 turns... That's just wrong.

I'm not sure If I can find an old save to prove that because I went through world war since then and I keep only 10 autosaves that are being replaced every turn.


EDIT: Here's save. I manually turned all citizens to slaves to prove you need nothing except trade routes and slavery. Note that most of my cities have only domestic trade routes now but before I conducted wars on 4 continents I had foreign trade routes in more of my cities and they had even more food than now, just look at Yosadharapura or Quezon City what foreign trade can do to your cities. But as you can see I dont even need foreign trade routes to feed them.

Now imagine what will happen If I switch to Corporate agriculture and build/hurry megafarm in every city? And later canneries, food processing plants, corporations, etc..?

OT: Lol 2Mb limit for save game uploads?

1. We expect, in our balancing for the Industrial Era at least, for Cities to get huge. I think that after Industrial things begin to break down in terms of gameplay and balance, something that should get attention this cycle, but having size 100 cities by later Industrial is not unreasonable. I agree with you though that Trade in the Renaissance is a bit too powerful as it stands. Perhaps it should give more commerce and less food.

2. The 2 MB save limit was made in the days of vanilla, when there weren't Max Compat saves and a save over 1 MB was huge. Max Compat saves are over twice the size of a normal save for the same game, that is in order to store enough info to successfully continue after asset and DLL changes.
 
Tonight, I plan on releasing an update, which will change:
1. The military civics (Here are the changes)
Spoiler :
-Militia: free City Garrison I Promotion, -20% military production, Military produced by food
-Banditry: Free Looter + Banditry I + "4% of enemy gold reserve on victory" Promotions, -15% military production
-Tribal Warfare: Free ??X?? Promotion, -15% War :mad:, -10% military production
-Conscription: Military produced by food, +33% Training speed of Melee/Gunpowder, +20% War :mad:, Can Draft 5 units every turn
-Mercenaries: +1 :gold: upkeep per military unit, Free Looter + "4% of enemy gold reserve on victory", +11 XP, -10% Military Production
-Servitude: Free ?Loyalty? Promotion, +15% Military production
-Volunteer Army: +7 XP, -15% Military Production, Free ??X?? Promotion, +20% Great General
-Pacifism: +25% war :mad:, -33% Military production, +20% :gp:, +15% :culture:
-Unmanned Warfare: +25% Drone Production, +20% Robot/Mech Production, +5% :science:
-Cloning: +50% Gunpowder Training, +100% Automaton/Cyborg Training
-Time Drafting: +25XP, +100% training of Hero Units, +75% Military production

2. Reduce the bonus that the civic "Trade" gives, from 75% to 50%
3. Add in the new buttons Hydro made for the civics, thanks! :D
 
[...]
-Tribal Warfare: Free ??X?? Promotion, -15% War :mad:, -10% military production
[...]

Did you figure out what ??X?? Promotion was going to be?
 
Code:
-Militia: free City Garrison I Promotion, -20% military production, Military produced by food

Could you make an exception to this for Recon units? Or would something like that require more code?
 
Code:
-Militia: free City Garrison I Promotion, -20% military production, Military produced by food

Could you make an exception to this for Recon units? Or would something like that require more code?
Unfortunately, there is no code for this, you are correct. However, City Garrison is only available to Archer, Melee, Gunpowder, Civilian, and Hi Tech unit classes. So you don't need to worry about Recon units getting this promotion. :)
 
Unfortunately, there is no code for this, you are correct. However, City Garrison is only available to Archer, Melee, Gunpowder, Civilian, and Hi Tech unit classes. So you don't need to worry about Recon units getting this promotion. :)

I'm more concerned about the food-into-military production part and how that will mess up the Prehistoric era if applied to Recons.
 
I ran a test on that the other day ls612. Apparently only EXCESS food adds to production. The food taken up by unhealth seems to be drawn out first. This actually I don't think is a good thing though because I was hoping this would be a factor that would help to balance out the cities that get a decent food plot to start with from those that get a decent production spot. At the moment, the amount of production you can get from your first worked plot means EVERYTHING and it'd be nice if a good food source had some value at the beginning as well. Wouldn't fully make up for it still but it'd help with game start balance.

That said, I think you can put any fears to rest about imbalance coming from this factor since the unhealth eats the food before it tallies into production.
 
I ran a test on that the other day ls612. Apparently only EXCESS food adds to production. The food taken up by unhealth seems to be drawn out first. This actually I don't think is a good thing though because I was hoping this would be a factor that would help to balance out the cities that get a decent food plot to start with from those that get a decent production spot. At the moment, the amount of production you can get from your first worked plot means EVERYTHING and it'd be nice if a good food source had some value at the beginning as well. Wouldn't fully make up for it still but it'd help with game start balance.

That said, I think you can put any fears to rest about imbalance coming from this factor since the unhealth eats the food before it tallies into production.

That sounds like some odd functionality. Oh well, I'll concede the point then for now.
 
I'm a bit late, but I never realised there was a tax rate function. I suppose that GST was useless afterall. Also, DEFCON was stupid and OP. Sorry for putting those in.
 
I'm a bit late, but I never realised there was a tax rate function. I suppose that GST was useless afterall. Also, DEFCON was stupid and OP. Sorry for putting those in.

If we don't try things how are we going to find the hidden hems in life? So what is your next mod mod going to be?
 
If we don't try things how are we going to find the hidden hems in life? So what is your next mod mod going to be?

Yeah, well I'm not all that competent in terms of coding, that's why I mostly kept with 4th gen code like descriptions and civics. So aside from possibly coding a foreign policy civic, I can't do much. Is it possible for me to learn off of modding resources, or is it more about learning on the mod?
 
Yeah, well I'm not all that competent in terms of coding, that's why I mostly kept with 4th gen code like descriptions and civics. So aside from possibly coding a foreign policy civic, I can't do much. Is it possible for me to learn off of modding resources, or is it more about learning on the mod?

I'm sure we'd all be quite happy to help with guidance on whatever you'd like to do, starting with the planning phase. So what you'd want to figure out first is what you want to accomplish, THEN look at how.
 
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