Bobisback
Emperor
- Joined
- Feb 16, 2003
- Messages
- 1,169
First off thanks for all the hard work everyone has put into this mod! It is alot of fun.
I wanted to point out a couple of things that make this mod less enjoyable and see if anyone has any suggestions on how to mitigate the effects or maybe a way to work around them. The following observations are based off of my experience with v36 of the mod. I have only played one game so far and I have not finished this game yet. The following settings are on the current game.
Immortal Difficulty (Started at Monarch with Flex Difficulty)
C2C Perfect Mongoose v310
Huge map
Prehistoric Start
Marathon Game Speed
Turn 900 or so, Mid to Late Middle Ages.
Animals
Animals are great.... for the ancient/prehistoric age. In the beginning I loved the game of hunting for food, wonder, culture, production, and science. it turned the normally very boring beginning of Civ4 into something more. I think this should not change for the start of the game.
However, it is now 900 turns into my game. About mid Medieval Era, and there is an over abundance of Animals at this point. My first question is do the animals go away at a certain point? Below are some issues I am having with them. Any suggestions as to how you guys deal with this stuff would be great.
1. I Waste a ton of time during turns having to decide what to do with the subdued Animals in late game. I usually get about 10 a turn right now. This is from them attacking me. I am not actively attacking any Animals. Is there any way to automate the tales and subdued Animals?
2. I cannot tell any ships/units to go anywhere. I used to be able to tell units to sail across the world. Now they get one turn and ask for orders again. This is probably the most frustrating thing. Any ideas how this can be solved?
3. Related to the above. I tell a strength 15 ship to go 3 squares to the right and it re-paths around the world. Turns out there was a .3 strength tuna next to it blocking the path. So it had to go around, really? hahaha.
4. With so many Animals could this be slowing the mid to late game down? I mean the sea literally has millions of them haha. Not to mention the pathing issues the ai might have with them.
Like I said I would rather not turn them off as I like the start with them. It adds alot of flavor. However, towards the mid to late game they become very tedious and annoying. If there is no solution I may be forced to just turn them off. In my current game I have already set the spawn rates of all the Animals to 0 for both sea and land Animals. Is there any way to just mass delete them all?
Gold
Gold in this game seems to be a bit abundant. Gone are the days of old where I had to adjust the tax rate to compensate for lack of gold and/or economic troubles. In fact the entire 900 or so turns I have played I have never once changed it from 0% tax rate. (Aka it has mostly been on 100% science, untell I got espionage then I had a 90/10 split.) I do not consider myself a very good civ player but I have managed to not only keep tax rate at 0% but still make a sizable income. Since my second city it has gone from 200 a turn up to 4k a turn now. I have half a million sitting in the bank atm hahahaha. Not sure what I will ever do with all that gold. I never have to rush buy anything as all of my cities are built up to build everything in one turn. (Just realized you can rush buy wonders, just found a use for it. But even a 3000 shield wonder only costs 28k?? Drop in the bucket) And compared to what I am making upgrading is nothing as well. So not really sure why there is so much gold in this game. Any ideas from others?
Couple more things, this kinda makes building choices easier as I could care less if it costs gold. i have so much of it. So I basically just build everything. Second this really makes trade missions somewhat useless. I just did one all the way across the map and it netted me 400 gold... hahaha
As a little experiment I put my game on auto play for 100 turns. When I came back my civ had 1m in the bank and was making 17k a turn
And that was only late middle ages. I cannot imagine what Industrial/modern era will be.... is this common in c2c to have so much gold? I only have 18 cities haha. Now I realize that in the beginning of the games you will build up some gold mainly because lack of uses for it but this seems a bit excessive.
Buildings
So there are alot of buildings, and even though I do not like so many buildings I am not going to focus this discussion on that. What I would like to focus on is how do we manage so many buildings when the buildings keep changing constantly. How can I control what my cities build and don't build in a streamlined fashion. The city screen is just flat painful with so many buildings. Now I know we have the save the queue thing butt this only helps so much. Anyone thought about building a queue manager mod? I was thinking about making one but I have never done much civ4 modding. Though I do program for a living so if someone points me in the right direction I may make that happen. What are some other strategies that people employ to help with this major task?
Maybe the buildings in the city screen could be filtered based on what they produce? Is this even possible? it would be further used if it filtered based on cost second. Aka The things that are cheap that give production are first followed by the more expensive production buildings. It would be useful to me since I build building based on what hte cities needs. Aka crime reduction, food, production, gold, etc.
Those are the 3 major things that I believe are causing the most headache is this excellent mod. Please do not take this comments the wrong way, but I hope we can come to some resolution on this subjects as they are quite frustrating when trying to complete a 1000 hour game
Thanks for reading,
Bob
I wanted to point out a couple of things that make this mod less enjoyable and see if anyone has any suggestions on how to mitigate the effects or maybe a way to work around them. The following observations are based off of my experience with v36 of the mod. I have only played one game so far and I have not finished this game yet. The following settings are on the current game.
Immortal Difficulty (Started at Monarch with Flex Difficulty)
C2C Perfect Mongoose v310
Huge map
Prehistoric Start
Marathon Game Speed
Turn 900 or so, Mid to Late Middle Ages.
Animals
Animals are great.... for the ancient/prehistoric age. In the beginning I loved the game of hunting for food, wonder, culture, production, and science. it turned the normally very boring beginning of Civ4 into something more. I think this should not change for the start of the game.
However, it is now 900 turns into my game. About mid Medieval Era, and there is an over abundance of Animals at this point. My first question is do the animals go away at a certain point? Below are some issues I am having with them. Any suggestions as to how you guys deal with this stuff would be great.
1. I Waste a ton of time during turns having to decide what to do with the subdued Animals in late game. I usually get about 10 a turn right now. This is from them attacking me. I am not actively attacking any Animals. Is there any way to automate the tales and subdued Animals?
2. I cannot tell any ships/units to go anywhere. I used to be able to tell units to sail across the world. Now they get one turn and ask for orders again. This is probably the most frustrating thing. Any ideas how this can be solved?
3. Related to the above. I tell a strength 15 ship to go 3 squares to the right and it re-paths around the world. Turns out there was a .3 strength tuna next to it blocking the path. So it had to go around, really? hahaha.
4. With so many Animals could this be slowing the mid to late game down? I mean the sea literally has millions of them haha. Not to mention the pathing issues the ai might have with them.
Like I said I would rather not turn them off as I like the start with them. It adds alot of flavor. However, towards the mid to late game they become very tedious and annoying. If there is no solution I may be forced to just turn them off. In my current game I have already set the spawn rates of all the Animals to 0 for both sea and land Animals. Is there any way to just mass delete them all?
Gold
Gold in this game seems to be a bit abundant. Gone are the days of old where I had to adjust the tax rate to compensate for lack of gold and/or economic troubles. In fact the entire 900 or so turns I have played I have never once changed it from 0% tax rate. (Aka it has mostly been on 100% science, untell I got espionage then I had a 90/10 split.) I do not consider myself a very good civ player but I have managed to not only keep tax rate at 0% but still make a sizable income. Since my second city it has gone from 200 a turn up to 4k a turn now. I have half a million sitting in the bank atm hahahaha. Not sure what I will ever do with all that gold. I never have to rush buy anything as all of my cities are built up to build everything in one turn. (Just realized you can rush buy wonders, just found a use for it. But even a 3000 shield wonder only costs 28k?? Drop in the bucket) And compared to what I am making upgrading is nothing as well. So not really sure why there is so much gold in this game. Any ideas from others?
Couple more things, this kinda makes building choices easier as I could care less if it costs gold. i have so much of it. So I basically just build everything. Second this really makes trade missions somewhat useless. I just did one all the way across the map and it netted me 400 gold... hahaha
As a little experiment I put my game on auto play for 100 turns. When I came back my civ had 1m in the bank and was making 17k a turn

Buildings
So there are alot of buildings, and even though I do not like so many buildings I am not going to focus this discussion on that. What I would like to focus on is how do we manage so many buildings when the buildings keep changing constantly. How can I control what my cities build and don't build in a streamlined fashion. The city screen is just flat painful with so many buildings. Now I know we have the save the queue thing butt this only helps so much. Anyone thought about building a queue manager mod? I was thinking about making one but I have never done much civ4 modding. Though I do program for a living so if someone points me in the right direction I may make that happen. What are some other strategies that people employ to help with this major task?
Maybe the buildings in the city screen could be filtered based on what they produce? Is this even possible? it would be further used if it filtered based on cost second. Aka The things that are cheap that give production are first followed by the more expensive production buildings. It would be useful to me since I build building based on what hte cities needs. Aka crime reduction, food, production, gold, etc.
Those are the 3 major things that I believe are causing the most headache is this excellent mod. Please do not take this comments the wrong way, but I hope we can come to some resolution on this subjects as they are quite frustrating when trying to complete a 1000 hour game

Thanks for reading,
Bob