little_cyclone
Loyal Civ4 & C2C mod player
Wasn't sure if I should post this here, over under the RoM ModMod section, so I started here, if I need to repost in the other section, please let me know and I shall do so.
First, I'm glad someone is sticking around with Civ4 with me and continuing to build on it. Thank you
That being said, I did come across an issue with the most recent build of C2C (downloaded yesterday, not sure what the numbering is) I felt necessary to post. I started a Medieval Starting Era, Advanced Start, Custom Continents map this morning, and immediately realized I wasn't able to build boats from the start, even a first level Trireme or Galley.
I dug around the Civopedia a bit and discovered I needed to build a Shipwright building first. So be it.
I checked that Civopedia entry and saw that the Shipwright building first requires a Rope Weaver Hut, Sail Weaver, and finally a Carpenter Workshop. Ooooooooooook, fine, this is a little different, I can deal with it, we're looking to build up to it, not just have every city with a stretch of coast be able to launch a boat, I can dig it.
However, after that I became quite frustrated and annoyed, as at this point, theres even more requirements.. for the requirements of the requirements for the building thats required to build a boat. Any boat. Even a simple Trireme or Galley.
The Carpenter Workshop requires a Lumber Camp, which requires a Forest or Jungle anywhere in the city vicinity. Ok, thats easy enough to accomplish. And those are generally the first buildings I construct in a new city anyways. Unfortunately, that was the easiest one of the bunch.
The Sail Weaver demands I have previously constructed in the city:
1)A Tannery, which then appeals for the installment of
-1A)Hunters Camp, which isn't available until the assembly of either:
--1A1)Safari Hunter's Camp
--1A2)Ice Age Hunter's Camp
--1A3)Wilderness Hunter's Camp
--1A4)Outback Hunter's Camp,
None of which are available (to make a long story short) without first building yet another building in the city, which can't be built without a needed resource inside the City Radius.
This is all somewhat mitigated by the fact that once you have the resource inside the City Radius, and then construct the resource building in the city (IE, Deer Hunter Camp in the city after you've put a Camp/Fort/City on top of the actual Deer resource on the world map), you may then build the Hunters Camp and Tannery in any city in the nation.
-or
-1B)Cow Farm
-1C)Pig Farm
-1D)Reindeer Farm
-1E)Oxen Farm,
The above which only require the resource to be present in the City Radius in order to construct them.
or
2)A Weavers Hut see below
After that I needed the aforementioned Rope Weaver Hut, which then requires a Weavers Hut in the city. This gave me a few minutes of pause, simply for the fact that the Weavers Hut requires another Weavers Hut?!?! At any rate, moving along, the Weavers Hut then requires me to have in the city either:
1)A Silk Farm (needing silk)
2)A Cannabis Plantation (needing both cocoa and cotton)
3)A Cotton Plantation (needing cotton)
4)A Flax Farm (needing both wheat and cotton)
or 5)A Shearing Barn (needing sheep)
The Weavers Hut and all of the listed buildings required for the Weavers Hut require those resources somewhere (heres the kicker) IN THE CITIES RADIUS. Which means unless one of these resources is within 3 squares of the water, none of the early ships will ever get built by anyone, which is the boat (pun intended) I'm sitting in now. I'm about to research Industrialism, and the only boats in the water are the randomly spawned barbarian ones. My first gripe with this sytem is the necessity to have resources in the city limits.
Well, that was a long read. Or at least a long write for me. But, to summarize, the point of all this is the end game construction math thats required to put something as simple as a Trireme or Galley to sea. For example, I have put together the following outline of what it takes to launch a ship,
Galley =>
Shipwright =>
Carpenter Workshop => Lumber Camp => Forest or Jungle.
Sail Weaver => Tannery => Hunter Camp (Requiring another level of building+resource) OR Cow Farm (Cow) OR Pig Farm (Pig) OR Reindeer Farm (Reindeer) OR Oxen Farm (Cow).
Rope Weaver => Silk Farm OR Cannabis Plantation OR Cotton Plantation OR Flax Farm OR Shearing Barn (All of which require the resource to be in the City Radius).
The end result of this Civlecture means I have to build at least *8* buildings and connecting *3* resources (some with a mandatory requirement to be in the city radius)prior to even launching a Trireme!
My second gripe with this sytem is the necessity to have 8 buildings assembled before being able to build a single ship.
I'm all for additional content and having to meet prerequisites before getting buildings/units, but ladies and gentlemen, we have successfully wandered into the Civ Twilight Zone.
I would completely understand if it took that much effort and energy to bring forth something like an aircraft carrier or an AEGIS cruiser. In the grand, Civ-scheme of things those are big, sophisticated projects. Not to say that a Longboat wasn't sophisticated or big for the Vikings, but we're talking about the context of a full length game of Civ4:C2C, and these are the begining of the game units! Again, I'm all for additional content and requirements, but I think we've gone a little overboard with regards to buildings and resource placement. To that extent (and being someone who hates pointing out problems but not offering solutions) I had two ideas:
1)Streamline the tree a little bit, maybe something similiar to
Ship =>
Shipwright =>
Building A in the city => Resource A somewhere in the nation.
Building B in the city => Resource B somewhere in the nation.
Generic Building C in the city.
I'd even be happy with one of the above being the requirement for there to be a forest in the city radius for the Carpenter Workshop => Lumber Camp tree. Who doesn't like forests in the City Radius?
This way we only require 4 buildings in the city, and 2 resources nation-wide to begin assembling a navy.
2)Don't require anything to build ships. However,, increase all their hammer/construction cost by 100%. But for every successfully completed tree (such as a streamlined one outlined above), knock off 15-20% of the hammer/construction cost of building ships (IE, increase build speed, etc).
My apologies if I've stepped on any toes, these are merely but the observations of a long time player, and I hope if nothing else, I've provided some food for thought.
First, I'm glad someone is sticking around with Civ4 with me and continuing to build on it. Thank you

That being said, I did come across an issue with the most recent build of C2C (downloaded yesterday, not sure what the numbering is) I felt necessary to post. I started a Medieval Starting Era, Advanced Start, Custom Continents map this morning, and immediately realized I wasn't able to build boats from the start, even a first level Trireme or Galley.
I dug around the Civopedia a bit and discovered I needed to build a Shipwright building first. So be it.
I checked that Civopedia entry and saw that the Shipwright building first requires a Rope Weaver Hut, Sail Weaver, and finally a Carpenter Workshop. Ooooooooooook, fine, this is a little different, I can deal with it, we're looking to build up to it, not just have every city with a stretch of coast be able to launch a boat, I can dig it.
However, after that I became quite frustrated and annoyed, as at this point, theres even more requirements.. for the requirements of the requirements for the building thats required to build a boat. Any boat. Even a simple Trireme or Galley.
The Carpenter Workshop requires a Lumber Camp, which requires a Forest or Jungle anywhere in the city vicinity. Ok, thats easy enough to accomplish. And those are generally the first buildings I construct in a new city anyways. Unfortunately, that was the easiest one of the bunch.
The Sail Weaver demands I have previously constructed in the city:
1)A Tannery, which then appeals for the installment of
-1A)Hunters Camp, which isn't available until the assembly of either:
--1A1)Safari Hunter's Camp
--1A2)Ice Age Hunter's Camp
--1A3)Wilderness Hunter's Camp
--1A4)Outback Hunter's Camp,
None of which are available (to make a long story short) without first building yet another building in the city, which can't be built without a needed resource inside the City Radius.
This is all somewhat mitigated by the fact that once you have the resource inside the City Radius, and then construct the resource building in the city (IE, Deer Hunter Camp in the city after you've put a Camp/Fort/City on top of the actual Deer resource on the world map), you may then build the Hunters Camp and Tannery in any city in the nation.
-or
-1B)Cow Farm
-1C)Pig Farm
-1D)Reindeer Farm
-1E)Oxen Farm,
The above which only require the resource to be present in the City Radius in order to construct them.
or
2)A Weavers Hut see below
After that I needed the aforementioned Rope Weaver Hut, which then requires a Weavers Hut in the city. This gave me a few minutes of pause, simply for the fact that the Weavers Hut requires another Weavers Hut?!?! At any rate, moving along, the Weavers Hut then requires me to have in the city either:
1)A Silk Farm (needing silk)
2)A Cannabis Plantation (needing both cocoa and cotton)
3)A Cotton Plantation (needing cotton)
4)A Flax Farm (needing both wheat and cotton)
or 5)A Shearing Barn (needing sheep)
The Weavers Hut and all of the listed buildings required for the Weavers Hut require those resources somewhere (heres the kicker) IN THE CITIES RADIUS. Which means unless one of these resources is within 3 squares of the water, none of the early ships will ever get built by anyone, which is the boat (pun intended) I'm sitting in now. I'm about to research Industrialism, and the only boats in the water are the randomly spawned barbarian ones. My first gripe with this sytem is the necessity to have resources in the city limits.
Well, that was a long read. Or at least a long write for me. But, to summarize, the point of all this is the end game construction math thats required to put something as simple as a Trireme or Galley to sea. For example, I have put together the following outline of what it takes to launch a ship,
Galley =>
Shipwright =>
Carpenter Workshop => Lumber Camp => Forest or Jungle.
Sail Weaver => Tannery => Hunter Camp (Requiring another level of building+resource) OR Cow Farm (Cow) OR Pig Farm (Pig) OR Reindeer Farm (Reindeer) OR Oxen Farm (Cow).
Rope Weaver => Silk Farm OR Cannabis Plantation OR Cotton Plantation OR Flax Farm OR Shearing Barn (All of which require the resource to be in the City Radius).
The end result of this Civlecture means I have to build at least *8* buildings and connecting *3* resources (some with a mandatory requirement to be in the city radius)prior to even launching a Trireme!
My second gripe with this sytem is the necessity to have 8 buildings assembled before being able to build a single ship.
I'm all for additional content and having to meet prerequisites before getting buildings/units, but ladies and gentlemen, we have successfully wandered into the Civ Twilight Zone.
I would completely understand if it took that much effort and energy to bring forth something like an aircraft carrier or an AEGIS cruiser. In the grand, Civ-scheme of things those are big, sophisticated projects. Not to say that a Longboat wasn't sophisticated or big for the Vikings, but we're talking about the context of a full length game of Civ4:C2C, and these are the begining of the game units! Again, I'm all for additional content and requirements, but I think we've gone a little overboard with regards to buildings and resource placement. To that extent (and being someone who hates pointing out problems but not offering solutions) I had two ideas:
1)Streamline the tree a little bit, maybe something similiar to
Ship =>
Shipwright =>
Building A in the city => Resource A somewhere in the nation.
Building B in the city => Resource B somewhere in the nation.
Generic Building C in the city.
I'd even be happy with one of the above being the requirement for there to be a forest in the city radius for the Carpenter Workshop => Lumber Camp tree. Who doesn't like forests in the City Radius?

This way we only require 4 buildings in the city, and 2 resources nation-wide to begin assembling a navy.
2)Don't require anything to build ships. However,, increase all their hammer/construction cost by 100%. But for every successfully completed tree (such as a streamlined one outlined above), knock off 15-20% of the hammer/construction cost of building ships (IE, increase build speed, etc).
My apologies if I've stepped on any toes, these are merely but the observations of a long time player, and I hope if nothing else, I've provided some food for thought.