SargontheGreat2
Modder
Well, I'm back! for Version 35. Let me tell you CIV 5 modding is VERY VERY HARD. I've spend 3 weeks trying to realise a civ.
Or is it just because the mod in in constant flux with new content which pushing it back and forth between too much gold and too little gold?
Is there a way to change civ-colors during mid-game? I play as Japan, I am waging a war with Denmark (early ancient age - researching copper working) and because both civs are red, I can't see who is the owner of border territories - as it can change quickly with IDW enabled. There is no visible border between us, the only way is point to a square with cursor and see the little 'owner:' text.
by the way, Neanderthals should be long time extinct by now... but sometimes they still keep appearing. Maybe some real barbarians (a little stronger) should replace them.
Yeah you can change to any color at ANY time you want, you need to go into the BUG (alien) icon and look around there, i believe its on the lower left side of one of the option areas.
The Neand is no longer spawned after PreH Era, if you find one after that, it means that you have a territory that has NOT been even lifted for "fog of war" from anyone.
You can do it with a construct condition. Has tag with GOM_IMPROVEMENT checks the city vicinity for an improvement. You could also count with IntegrateSum to have some buildings only constructable if there are more than X of that improvement type in city vicinity.I think that a greater importance needs to be placed on working tiles. Provided I have the free time, I'd like to review all the improvements and balance them out to make choosing what to build where more strategic for v35. However for this to have an impact numerous building probably need to reduce their excessive bonuses (of all types, mainly food/hammers/gold). Additionally, I would need support for a building tag which requires a given improvement in the city vicinity to be built. (thus increasing the importance of various improvements) if it is not available already.
I think that a greater importance needs to be placed on working tiles. Provided I have the free time, I'd like to review all the improvements and balance them out to make choosing what to build where more strategic for v35. However for this to have an impact numerous building probably need to reduce their excessive bonuses (of all types, mainly food/hammers/gold). Additionally, I would need support for a building tag which requires a given improvement in the city vicinity to be built. (thus increasing the importance of various improvements) if it is not available already.
I can touch on these ideas more in the improvements thread.
In general though I hope that v35 can be mostly dedicated to balance rather than throwing in massive amounts of new stuff. The mod really needs it. (and yes balance might require nerfing some things)
It will only change once you run the game, start a new game or load one. When you restart the game now, the music should have changed.Different subject: How do you get the title of the soundtrack to change without doing any audio file changes, i put a MP3 in there but no sound??
Sometimes 'nerfing' can be achieved by strengthening what it is you want to enhance by the nerfing of another element, then adjusting the bigger picture to bring the adjustment back into balance.
Ex: Rather than reducing the value of the buildings (which isn't so much a matter of many buildings being too strong but so many buildings existing that adjust values even at a minimum they add up) we could increase the values of plots and improvements upon them. Then adjust the amount of food needed for growth, increase production costs on each era, and research costs on techs (which can be done with percentage increases on each era or with a full review of base values, either way...)
We have already discussed and agreed to try a variation and have many buildings produce a % of food rather than an amount of food. This seems to be one simple way to adjust and balance things.
In the future it may be nice to have a particular building only produce an increase based on a particular improvement type but it may not be necessary for balance.
And how has that become problematic?Um you are aware that this line of thought contributes to one of the major runaway problems with C2C right? People accumulated too much gold, but rather than nerf the gold makers you upped maintenance costs.
We were just observing yesterday how NOT approaching the problem this way in RoM was possibly a major mistake.People made too much science but rather than nerf the science provides you increase research costs.
And it seems to have worked pretty well. But more I think that adjusting the base needed food for growth would be in order among other possible adjustments. I had to adjust the trade formulas this cycle to keep trade from creating more food per population than the population consumed but was able to do so without increasing the food needed per pop. But if we did increase the food each pop consumes then we'd be enabled to create a larger gradient scale where plots and their improvements are concerned wouldn't we? This would in fact accomplish what you're after which is for plots to take on more meaning.Too much food so you decide to increase the food cost per population level. What's next requiring 4 food per population instead of 3, Three was already 1 above vanilla BtS.
There are ways to repair integer overflows. We've used some in the past and just need to make sure we identify when they actually take place and fix those spots as well.Ditto for all the other yield types. It is at the point where it has gotten so bad that you have gold and science integer overflow errors.... keep doing this over and over again like you have and this problem is going to get worse and worse.
AI's evaluate the amount of turns not the build cost itself so it's all about a balancing act. At the moment I think build costs should NOT be increased as they're a touch to high in relationship to the research rate imo.You already are now talking about upping the building costs again, but there is still much talk about the AI seeing these values as too high to build turn wise and thus never building them.
True... and what happens when you get a full total of +300% food in a city? You then have no choice but to increase the food each population consumes or reverse the whole thinking that led up to the % food modifier being so high - this was much like the trade food income problem.You also realize that at present in the long term, a 1% food bonus is more valuable than a +1 Food. Efficient city will have a +1% that far more valuable than +1F, unless plan on getting rid of ALL the various +1F building provides out there. In the present state you don't reduce food yield by converting a +1F into a +1%F, you make it worse.
Some thinking along these lines could be cool. Don't we have a tag for that already so that it CAN be done without further dll work?As for buildings requiring an improvement in CV, you're looking at it from the wrong side. The reason I am proposing to make some buildings require improvements is to make those improvements have meaning and purpose so that players will actually want to build them, rather than using almost nothing but mines, farms and resource enabling improvements. So for 'balance' it was really to balance improvements more than buildings.
Ah... we've swung through a number of balance phases since then - it'll probably be quite different now though I'll leave it up to you to determine if you think it's improved or diminished. Probably depends on the era. The main thing is the earliest techs seem to me like they come in way too fast. But perhaps only the first two. And I feel education might need to be a little more difficult to keep on top of but I might feel differently once cities hit that runaway growth phase they usually do in the later game - still evaluating balance in play myself here.Caveat to all the above, the last long term games I have played were from v29. So if the above balance has changed in v30 to 33...that opinion could be lessened, I'll find out after being able to play some long term v34 games.
Well there are a lot of ways that the game provides "gold sinks". Such as building health or science buildings. Also there are crimes and such that can take away gold. However there are some people who just avoid building the buildings that give -gold and totally eliminate crime. then on top of that have a ton of wonders that give a butt load of gold benefits because they play with unlimited wonders and can build them all in one city.
The last point I think is the most game breaking problem. How many of you play with unlimited wonders on and have too much gold? Also how many of you have unlimited wonders turned off and have too much gold?
I play with unlimited wonders on. C2C is far too aggravating without it. I don't think that's the primary cause of the gold abundance though. The % gold bonuses from wonders are additive, after all, so it doesn't really matter which major city you put it in.
The main cause is the zillion +gold buildings. Trade probably has a part to play too, given how many trade routes and trade bonuses you can score.
What speed are you playing on, I play on Marathon and everything there works GREAT. except the dates are off until you hit Modern, but no that much.
I can hardly get enough money to keep things afloat there. Alot of times i am in the YELLOW
You also realize that at present in the long term, a 1% food bonus is more valuable than a +1 Food. Efficient city will have a +1% that far more valuable than +1F, unless plan on getting rid of ALL the various +1F building provides out there. In the present state you don't reduce food yield by converting a +1F into a +1%F, you make it worse.
Snail. And I'm not complaining about the money situation myself. It all gets spent helping my newer cities catch up. Just saying I don't think Unlimited Wonders is the cause.
My main issues at the moment is that compared with when I was playing this time last year, my machine no longer seems able to cope. Not sure whether it's all the additional art, or some other change, but I run out of memory/crash constantly once we get into the Classical period. I think I'll need to go down a map size or two.