As I look harder at crime I'm finding that the buildings that combat it come in clusters. So you have an early period in the game were it's a real struggle to control it but then you hit a period were a new group of anti-crime building open up and boom you build them you're stable/under control for sometime. So it's a peak and valley thing. But when you hit that peak you often have to build multiple Crime fighting units to maintain control. That is why you see the AI with massive amounts of TW, Guard, etc in their cities at time during a games course. They will also once crime has subsided move some of the crime fighting units outside the city. Partly for diffusion effects and partly for the defensive capabilities these units provide. Promotions do accelerate this usage as well. And so do the cost of the unit vs the cost of a building in regards to crime fighting. Same for and and the usage of the healer units.if you build a few stability buildings, and you keep crime down, your empire is rock stable.
If Rev could ever be made to just affect the human player then it would be an ideal[/B] Player handicap. But as long as it destroys the AI Civs it dilutes the games challenge, horribly so. This is why I've never supported Rev in any fashion that involves the AI Civs.
JosEPh
@Noriad2,
My question to you is, does the AI also handle Revs as well as you?
If Rev is still breaking up the leading Civs (AI) then impo it's still flawed. If Rev could ever be made to just affect the human player then it would be an ideal Player handicap. But as long as it destroys the AI Civs it dilutes the games challenge, horribly so. This is why I've never supported Rev in any fashion that involves the AI Civs.
Getting to the end of the turns is just so irrelevant. Who has got to the end of the turns on any gamespeed?
Some people - perhaps most - never get to the Industrial era, and very few get to Modern. Some people don't want to.
Evidently some people want to play the first era or two really really slowly. It doesn't matter to them that they will never get to industrial, because they don't want to.
So let them!
It's simply false that there are balance issues etc due to "kowtowing" to Eternity players. I wholeheartedly agree that Eternity players should be aware that it is not the modders' responsibility to fix the consequences of their choice of gamespeed (and they are).
Conflict between religions in the same citySpoiler :is not simple. Awhile ago I suggested something to Hydro which would work towards making getting all religions in your cities less good. It is not simple to implement as I also wanted some other things to do with it that used the Judge, Lawyer, Diplomat (not yet available) and Great Statesman (not yet available) units.
Firstly we need a grid of how each religion tolerates each other religion by Civic and not just the Religion Civic and proposes new religion civic.
My suggestion was that
- each religion temple has a small anti crime value (as per Joe's suggestion)
- for each pair of temples in a city there is a small unhappiness and apparent crime because people of the non state religion see crimes not being punished in the way they should be or ignored totally eg Mormon's may consider the drinking of wine sinful and hence a crime but the state only punishes drunkenness. The value here would be based on the religion tolerance of the state religion and the religion civic.
- Diplomats, Judges, Lawyers and Statesmen can to some extent reconcile these differences based on the Legal civic.
Third, penalizing the research of larger nations (not just diffusion to less developed ones) could help a lot. Make bigger not necessarily better and you have to work harder to succeed the more you grow.
I think we need to develop Nomadic Starts before we get too deeply into that stuff because it could really change early game progression a lot.
There's more ways than this of course.
Third, penalizing the research of larger nations (not just diffusion to less developed ones) could help a lot. Make bigger not necessarily better and you have to work harder to succeed the more you grow.
Some more brainstorming: Civs blob hardest by conquering their neighbouring cities. An alternative way to penalize big civs might be to give a penalty to research based on culture of the city. If it is 100% your culture, you get 100% of your tech and money. If it is 100% not your culture, you get 0% of tech and only 50% of money.
What messes up this idea is the rule that if you take all cities of a civ, its culture vanishes too. This is why it is better to kill all enemy cities instead of leaving one alive. "requires complete kills" option may make culture survive a bit longer but that is temporary and situational. Maybe giving all civs an off-map dummy unit plus "requires complete kills" option always on would do the trick, but I don't know if that would mess with victory conditions or other things.
Im not 100% sure we need RevMod. Maybe something simplier like this will do.
Maybe crime should be more problematic in larger empires and "barbarian" crime units spawns inside your borders? I know know - Great Wall and barbarians inside cultural borders. Lets just scrap this stupid great wonder finally.
This is already part of the mod and has been since City limits was introduced. It is contrary to the way Civ in general has been developed by Meier's and Co. thru the Civ series. Can you remake the core game? That is what this would entail. You can not make Civ have equal sized opponents through out the game. To even get close would require stripping away almost every Game set up Option. But that would "fly" real well for C2C.Third, penalizing the research of larger nations (not just diffusion to less developed ones) could help a lot. Make bigger not necessarily better and you have to work harder to succeed the more you grow.
I'm not suggesting all nations need to be the same size. I'm saying even the way the core game was developed has the flaw that once a nation gains momentum over the others it's much harder for any other civs to compete. In fact, yes, the problem is more prevalent in the core game than it is here because some things have been done about it here.This is already part of the mod and has been since City limits was introduced. It is contrary to the way Civ in general has been developed by Meier's and Co. thru the Civ series. Can you remake the core game? That is what this would entail. You can not make Civ have equal sized opponents through out the game. To even get close would require stripping away almost every Game set up Option. But that would "fly" real well for C2C.
Many very High Tech Technologies have no benefit. Will that change yet?