C2C: RAAT MOD - Removes All Annoying Things from C2C

Nimek

Emperor
Joined
Jul 7, 2010
Messages
1,208
Remove All Annoying Things
from the best mod ever

Description
If you are C2C lover like me and many others and some things in C2C are annoying to you. This mod is for you.


Goals of this mod are:

- remove all negative :hammers: from buildings
- remove all negative :science: from buildings
- remove all negative :crime: from buildings (not from autobuildable)
- add to buildings support cost instead above penalties
- remove any other things that are annoying :)

This is very early version of this modmod any sugestions are welcome

Version 0.1 contains (for C2C v26 patch 1)
Spoiler :

- removes all crime effects from Hydro special buildings (like assassins den, marcernary camp ...)
- removes all negative espionage and happiness effects from Hydro crimie related buildings
- cut by half gold benefits from Hydro crime related buildings and added gold cost to buildings that are require to gain free XP and special Units


Instalation
Unpack archive to your C2C folder
(Example to D:\Civ4\Beyond the Sword\Mods\Caveman2Cosmos v25\)

Rewrite files. Lanuch your save or new game (for saves game after game will load you must do dll recalculation )

Have fun
 

Attachments

  • RAAT_MOD.zip
    11.6 KB · Views: 132
I love complex. Look at my others threads. Each contains idea that add complexity to game. But unrealistic negativemodifiers are unnesesery.

Have you ever build Casino in yout city?
I dont because it gives –10% :hammers:

Have you ever build Vacation Resort?
I dont it gives -5% :science:

In C2C we have buildings that most players avoid to build.
I want to tweak them all. This is the real purpose of this mod
 
I love complex. Look at my others threads. Each contains idea that add complexity to game. But unrealistic negativemodifiers are unnesesery.

Have you ever build Casino in yout city?
I dont because it gives –10% :hammers:

Have you ever build Vacation Resort?
I dont it gives -5% :science:

In C2C we have buildings that most players avoid to build.
I want to tweak them all. This is the real purpose of this mod

to be honest i build most buildings even with the -10% :hammers: (5% would be better because its a bit unballanced )
because during the middly part of the game the loss is negligible
but i thing that the idea is great:lol:
 
Maybe it is funy to you. I am glad that i made your day better :)

After i saw shenryrr2 gameplay i noticed that he avoid to build same buildings as I.
So i think that if he and I do that maybe others also.

Notice that i remove crime frm hydro buildings but give them - :gold:
So now will be even harder to mantain them because earlier they gives so much gold that crime was not a problem.

My statesman is. We have to much gold. Everone plays with 100% :science: rate. This is not complex this is flat as possible
 
Maybe it is funy to you. I am glad that i made your day better :)

After i saw shenryrr2 gameplay i noticed that he avoid to build same buildings as I.
So i think that if he and I do that maybe others also.

Notice that i remove crime frm hydro buildings but give them - :gold:
So now will be even harder to mantain them because earlier they gives so much gold that crime was not a problem.

My statesman is. We have to much gold. Everone plays with 100% :science: rate. This is not complex this is flat as possible

of course its not funny. i suspect the reason you avoid even buildings with -1 its because you play on too high difficulty
 
The reson why I avoid buildings with negative effects is diffrent. Like shen2 said
We have some many buildings that gives bonuses without negative effect that we simply dont need them (to build)
 
My statesman is. We have to much gold. Everone plays with 100% rate. This is not complex this is flat as possible

No, not everyone plays at 100% research, that is a fallacy. Nor does everyone have too much Gold.

I do like your idea for the Modmod as I agree with most of it. But don't let play level and style sidetrack you from real balancing efforts. Also don't make assumptions (see my 1st statement).

Even early buildings like berry bushes and Mushrooms were once usable but now that added :yuck: was inserted at the beginning they are useless. This is just one example and one that I've complained about repeatedly.

JosEPh
 
Ok i can focus on removing annoying negative effects so post your ideas point by point what i should tweak
 
No it is not .
Current version is compatible with svn as long as hydro will not change xml for crime buildings.
Now he add some crimes in late midern era.

If you dont care about this new negative crime buildings you can play with it modmod
 
I find that a lot of buildings give like -4 gold +4 research. I never build those. Early game I have huge amount of money but in the middle ages I break even at 70-80% research.
 
I find that a lot of buildings give like -4 gold +4 research

I think that is ok if you have a lot gold and want to convert it into science. Remember that this buildings probably have others benefits.

I think you should give an example to future consideration.
 
For example the wonder that gives +2R -2G on all your state religion buildings. (university of sankore?)
 
For example the wonder that gives +2R -2G on all your state religion buildings. (university of sankore?)

That was supposed to be fixed. The State Religion is Not supposed to remove Gold. I fought with Hydro over this one to get this changed. But I suppose the New set of Civics has screwed that up again. :mad:

JosEPh
 
I planing something new after v30 will come but maybe I will update it to try something.

I plan to removes things that spoils balance and makes expansion very easy
- heroes
- alt timelines
- vicinity resources depending buildings (maybe)
 
@Nimek and GodEmperor - I really think you should get together and combine R2R - Rocks to Rockets and RAAT together,

This way you could get more things done, and even improve the main version of C2C.
-You could possibly even improve and update a stripped down 'C2C Light' version or part of the C2C core and have options to remove or disable some of the more popularly frustrating features.

Rocks 2 Rockets
http://forums.civfanatics.com/showthread.php?t=482580

What does everyone think of working towards that idea?

I ask everyone who reads this,
what feature would you most like to have removed/optional from C2C?
(would be nice to start a list - that way we could start on fixing them.)

Do you have any ideas how to best go about improving/change that idea?
(I think focusing major adjustables like ongoing gold balance, culture, modular eras/themes (some people don't want to play prehistoric, alternate timeline, or future eras), grouped buildings, could solve a lot of problems)
 
Personally, I would want to see fewer Stone Age and Transhuman techs, for as much as I love prehistoric stuff, having more than one-third of your technologies in just the first and last eras (R2R, rather than C2C) shows clear signs of uneven development time and, worse still, leads into a weak second and third era with some of the fewest techs by era.

I'd also like to see the removal of Mormonism and Scientology for reasons of either taste or distinction, as I've noted elsewhere, and replaced with a single religion called "New Faith" or "New Age Mysticism" etc.
 
I'd also like to see the removal of Mormonism and Scientology for reasons of either taste or distinction, as I've noted elsewhere, and replaced with a single religion called "New Faith" or "New Age Mysticism" etc.

Since thy are optional you should be able to turn them of either by editing the MLF file in the Custom_Religion folder or by deleting those two folders. Try it and see, if you have problems report it in the bug thread.
 
Top Bottom