RidetheSpiral23
C2C Map Team
- Joined
- Feb 28, 2012
- Messages
- 387
Now that my civ obsession is back in full swing I found my way back to C2C after being gone for a couple months. I find that C2C has both enhanced and destroyed my enjoyment of civilization. I can no longer play vanilla civ because its just not the same but C2C just becomes unplayable and not balanced at all. Naturally to enjoy the game again I started adjusting C2C to become more like how I feel it should be. I'm sure people will agree and disagree with my assessment but overall my vision is not going to be in line enough with certain people for it to come to fruitition in C2C. I still plan on assisting thunderbrd with his combatmod when I can as I would like to see that get done. Anyways on to the plan.
The Vision:To create a more balanced and competitive version of C2C and to refocus the gameplay in each era to more closely resemble that era and to maintain excitement era by era.
The Plan:Comb through C2C era by era and balance them. Then balance them again. I will also be doing work to make each era a distinct gameplay experience. I will not be moving from the prehistoric era until I am satisfied that it is as balanced and fun as it can be. I will slowly incorporate new features added to C2C as I can and as it can be
balanced properly.
C2C Eras
I will begin with my thoughts and ideas for the prehistoric and will add eras as I go.
Prehistoric
First task is to remove buildings. Tons of them. I have done a lot of this already. That many buildings has no place in the prehistoric period. More buildings will be available in appropriate eras.
Removing a chunk of techs. This serves a couple of functions. First, it removes techs that I don't think add any gameplay value. Secondly, it allows for techs to cost more and to be more of an investment.
Tech yield changes on features and terrain. Terrains and features will have lower yields to start and increase when you research a tech. You want to be more of a gatherer type civ you invest time in researching those techs and your terrain and feature yields for food will increase.
Remove animal resources from the map and go to straight hunting and subdued mechanics for animal resources. Also change hunter units to produce with food as well as production.
Raiding parties will be added and possibly replace thieves. Hidden nationality unit that can pillage enemy improvements and gain food/production for your cities.
Add advanced improvements. This system is basically upgrade style improvements for all improvements types. Work the tile and it improves to the next level after a while. I think this one is pretty self explanatory but ask if you want more clarification.
Probably do some work with religions but I might wait to see what DH does.
Overall I want to refocus the prehistoric into hunting and gathering for survival. Low potential for growth and high risk of instability for early expansion or conquest. Please let me me know if you have questions, concerns, would like to help!
C2C Eras
The Vision:To create a more balanced and competitive version of C2C and to refocus the gameplay in each era to more closely resemble that era and to maintain excitement era by era.
The Plan:Comb through C2C era by era and balance them. Then balance them again. I will also be doing work to make each era a distinct gameplay experience. I will not be moving from the prehistoric era until I am satisfied that it is as balanced and fun as it can be. I will slowly incorporate new features added to C2C as I can and as it can be
balanced properly.
C2C Eras
I will begin with my thoughts and ideas for the prehistoric and will add eras as I go.
Prehistoric
First task is to remove buildings. Tons of them. I have done a lot of this already. That many buildings has no place in the prehistoric period. More buildings will be available in appropriate eras.
Removing a chunk of techs. This serves a couple of functions. First, it removes techs that I don't think add any gameplay value. Secondly, it allows for techs to cost more and to be more of an investment.
Tech yield changes on features and terrain. Terrains and features will have lower yields to start and increase when you research a tech. You want to be more of a gatherer type civ you invest time in researching those techs and your terrain and feature yields for food will increase.
Remove animal resources from the map and go to straight hunting and subdued mechanics for animal resources. Also change hunter units to produce with food as well as production.
Raiding parties will be added and possibly replace thieves. Hidden nationality unit that can pillage enemy improvements and gain food/production for your cities.
Add advanced improvements. This system is basically upgrade style improvements for all improvements types. Work the tile and it improves to the next level after a while. I think this one is pretty self explanatory but ask if you want more clarification.
Probably do some work with religions but I might wait to see what DH does.
Overall I want to refocus the prehistoric into hunting and gathering for survival. Low potential for growth and high risk of instability for early expansion or conquest. Please let me me know if you have questions, concerns, would like to help!