C2C Difficulty levels explanation?

This may have been suggested before, but could perhaps the Cultures be turned into a 'religion' or 'corporation' like system?
Something like that is on the table for development. We're waiting on some new '1D Dynamic Property' features for it and then it will get a much needed overhaul into a more dynamic system.
 
But it is unbalanced...

You should not be able to stack up culture after culture without limit for exactly the same reason as the other wonders. Cultures give you benefits just like other wonders do, some of them better than almost any other wonder.

By the way, if you want to make the game harder, Logik, you should also turn off infinite xp. Having a unit's XP trimmed back when upgraded slows down their promotion rate and reduces the number of super-promoted "I can walk into any enemy city without effort and without siege reducing the defenses" units you have. For units that have over the XP limit (25) it gives you the choice of trying to continue on with the existing unit after the upgrade is available in order to get promotions quicker, or upgrading to get a stronger unit but requiring extra XP to get to the next promotion. Unless, of course, you have a great general attached since they let that unit keep all of the XP it has.

By that same "harder" goal, you should turn on tech diffusion. It helps keep the AIs from falling as far behind in tech as they often do while not really helping the ones that are keeping up (or pulling ahead).

Also, turning city limits from civics back on will probably slow you down a bit as well. They are not hard limits, they just give some unhappiness in all cities if you go over them.

The AI is not so good with surround and destroy either, so turning that off will remove an advantage you have over the AI.

In essence, it is a bit like you specifically pick your game options to make the game easier for you then ask how to make it harder. Stop picking the ones that make it easier and it will be harder.



Thanks for your response anyhow i can assure that making the game easier was not my intention but i think i misunderstood what some of the features of the mod do and what the effects of each one do to an individual campaign. Also some of the features i do select i do so because of preference like no espionage etc, but some of the ones you mentioned i had the wrong idea of what they did.
So i do thank you for clarifying what they do. I'll start a new campaign with what you suggested now that i have better understanding of the mod mechanics.

Thanks for the info.

Logik.......
 
This may have been suggested before, but could perhaps the Cultures be turned into a 'religion' or 'corporation' like system? Then making the Wonder would give one (or more) free 'emissary' units that could spread the culture like a Missionary does now. This would add another level of micromanagement, but it would be easier to control where you have which cultures.

Already the city bars are full and extend way past the city if you have all religions and all corporations.

Which reminds me. In theory airports are supposed to show up on the city bar icons along with the defense (rook/castle) and power icons. Also what happened to the idea of changing that defense icon depending on the defenses eg need to reduce defenses to zero before you can attack.
 
I was not suggesting unlimited cultures in a city. I was suggesting making a new cap for culture wonders and separating them from great wonders.

I also (pun intended) wonder, is it possible to remove an obsolete great wonder building to open up a new great wonder slot? For example can I <cntrl-A> remove a primitive culture (say after the units are obsolete and all the heroes been built and converted into buildings/merged with cities) so as to open up a slot for a different culture or wonder?
 
Already the city bars are full and extend way past the city if you have all religions and all corporations.

Which reminds me. In theory airports are supposed to show up on the city bar icons along with the defense (rook/castle) and power icons. Also what happened to the idea of changing that defense icon depending on the defenses eg need to reduce defenses to zero before you can attack.

I've asked if we can get a hard return on those icons. AIAndy said it'd be possible but I'm not sure where that list is being generated. Might be a bit easier after some generic categorization I'm planning so that those can be grouped...

The bombard defense value is shown now IN the city's defense breakdown (hover over the defense icon on the city screen) but is a good idea to put it in parentheses after the defense level is displayed (under/above?) the city bar on the main tactical map though. Again, not sure which display that is but if I find it in my code travels I'll immediately address that. At the moment though, only being able to see it in the city screen makes having some strong espionage levels against your opponents even more valuable no?
 
Have a quick question normally when i see that my city or cities are about to become either unhealthy or unhappy i press the avoid button for each one and avoid growth as well and until things get back under control but a few turns later they still become unhealthy or unhappy so i ask what is the point of turning on the avoid buttons if they don't do what there suppose too.

Am i misunderstanding something here?
 
Have a quick question normally when i see that my city or cities are about to become either unhealthy or unhappy i press the avoid button for each one and avoid growth as well and until things get back under control but a few turns later they still become unhealthy or unhappy so i ask what is the point of turning on the avoid buttons if they don't do what there suppose too.

Am i misunderstanding something here?

Watch our for how many slaves you're allowing your city to use is the first thought that comes to mind. We're building some methods to allow the player more control there but its troubling at the moment. Avoid growth also cannot STOP growth if you're pulling in so much food it'll grow anyhow. Furthermore, I believe some sort of bug has been reported in that function suggesting it may not be working quite as strong as it originally did in Civ4.
 
Watch our for how many slaves you're allowing your city to use is the first thought that comes to mind. We're building some methods to allow the player more control there but its troubling at the moment. Avoid growth also cannot STOP growth if you're pulling in so much food it'll grow anyhow. Furthermore, I believe some sort of bug has been reported in that function suggesting it may not be working quite as strong as it originally did in Civ4.

Hmm well i checked slave part I'm okay in that regard but the city in question has alot of excess food due to the amount of farm plots among other things. I think i heard something along the lines of the feature not working as it should myself as well but cant recall where from so that could be the cause. I guess I'll just have to figure out how to get things under control somehow.

Thanks for the info and response. I appreciate it.
 
Have a quick question normally when i see that my city or cities are about to become either unhealthy or unhappy i press the avoid button for each one and avoid growth as well and until things get back under control but a few turns later they still become unhealthy or unhappy so i ask what is the point of turning on the avoid buttons if they don't do what there suppose too.

Am i misunderstanding something here?

Don't use those buttons at all. The one you want is down the bottom and it stops city growth. You have to turn it on/off yourself as your city health/happiness changes.

I have asked for those buttons to do the same thing but apparently it is OP if they do it. I thought it would just reduce micromanaging myself.
 
I've asked if we can get a hard return on those icons. AIAndy said it'd be possible but I'm not sure where that list is being generated. Might be a bit easier after some generic categorization I'm planning so that those can be grouped...

The bombard defense value is shown now IN the city's defense breakdown (hover over the defense icon on the city screen) but is a good idea to put it in parentheses after the defense level is displayed (under/above?) the city bar on the main tactical map though. Again, not sure which display that is but if I find it in my code travels I'll immediately address that. At the moment though, only being able to see it in the city screen makes having some strong espionage levels against your opponents even more valuable no?
It is generated in CvGameTextMgr::buildCityBillboardIconString. If I remember the tests I did with it correctly you can add newlines but that ends up putting the next row of icons over the bar itself. So the only option would be to put a row of icons below all that.
 
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