Chronicles of Mankind

In what world is an Ascension Gate more esoteric than a Time Tunnel.
Every.

"When the mind is enlightened, the spirit is freed, and the body matters not."
Oma Desala[src]
Ascension is a process that allows beings to be able to separate from their physical bodies and to live eternally as pure energy in a superior plane with a greater amount of knowledge and power. It can be a mental, spiritual or evolutionary process—a direct result of obtaining a certain level of wisdom and knowledge as a civilization.
That one is from Stargate but all "sci fi" has similar definition.
Ascension is basically: Becoming a god(like) being (magic-like) supernatural powers that cannot be defined by science.
 
A small, not so important, mainly cosmetic Hotfix.
Spoiler :


General
=======

Updating revision number (1086)


Units
=====

Worker (Barbarian UU)
renamed to Barbarian Worker


 

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I don´t want to be THAT guy who only complains, but...

...where did you change the rev number? Hovering over the flag ingame it shows "Chronicles of Mankind 2.2(rev1082)". Your versioning is quite confusing. :crazyeye:
But i was talking initially about the launcher and changed it myself in the checker_config.ini to Rev.1086 to represent that it is based on AND with this rev number.

...i also noticed that when you research Mythology it says "Can Construct TXT_KEY_BUILDING_MYTHOLOGIES". So...what exactly can i construct?

...Scriptures has a similar line saying "Can Construct TXT_KEY_BUILDING_HOLY_BOOK"

I did a quick check with all techs and these two seem to be the only ones with this line.

...Venus of Willendorf seems to be rather useless as a wonder as it obsoletes to soon. I play mostly on gigantic maps and and research Community as soon as possible because of the civics it unlocks. I never build the Venus even when i could. Maybe let it obsolete at a later time or give it a Double Culture in 1000/2000 years bonus? It is after all an important cultural artifact today.

...with the addition of the resource Prime Timber the Event with the same name makes it a little confusing too. Renaming one of them would solve this issue. Maybe call the improved tile of the event something like Hardwood?

...i personally dislike the Recon Unit line with their "ability" to only defend. The Hunter Unit is much more useful for, well, hunting animals. But when the Scout comes along you lose this very useful unit. There seems to be only one UU for the Scout for the Tupi Empire, i think from the MegaPack? Maybe giving the Scout the abilities of the Hunter would be the better choice.
The Explorer could keep his Only Defend ability, but the Adventurer? By the time it is available i almost always have most of the map unveiled, so it is only somehow useful as a city defender...
Giving all Recon Units the ability to ONLY attack Animal Units could solve this issue.

...why do have the Hunter and Scout the "+100% vs. Wild Animals" ability. I don´t see an Unit Category with wild animals, just Animal Units. The Hunter and Woodsman promotions give a bonus against Animal Units. Ingame there seems no difference if i attack a Lion or a Bull, both bonuses are applied. Why two different names?

...also the line TXT_KEY_RESTRICTED_UNIT in the Barbarian UU Worker is still there. I guess it won´t display correctly because it is a barbarian unit only and the barbarians are a hidden civ?

...if i am not mistaken the SmartMap mapscript is currently the only one which generates all newly added terrains and bonuses of CoM? I like the mapscript, but maybe you could modify some of the other scripts too?

I think these are all the issues that bother me a little right now, sorry for the wall of text.;)

I do really enjoy your modmod a lot, despite these little things! :goodjob:
 
...where did you change the rev number? Hovering over the flag ingame it shows "Chronicles of Mankind 2.2(rev1082)". Your versioning is quite confusing.
Errr... CvModName.py went to the wrong folder. :wallbash:
Sorry.

But i was talking initially about the launcher and changed it myself in the checker_config.ini to Rev.1086 to represent that it is based on AND with this rev number.
:wow: That's new for me. I didn't know I had to edit that file too.
I never understood why my launcher still shows 1079 :lol:

...i also noticed that when you research Mythology it says "Can Construct TXT_KEY_BUILDING_MYTHOLOGIES". So...what exactly can i construct?

...Scriptures has a similar line saying "Can Construct TXT_KEY_BUILDING_HOLY_BOOK"
Oh, boy! Those shouldn't be there yet.
Those are "thing" I'm planning for a future release as part of a new module that will be called: "Religions Reformed".
Stay tuned :)

...Venus of Willendorf seems to be rather useless as a wonder as it obsoletes to soon. I play mostly on gigantic maps and and research Community as soon as possible because of the civics it unlocks. I never build the Venus even when i could. Maybe let it obsolete at a later time or give it a Double Culture in 1000/2000 years bonus? It is after all an important cultural artifact today.
Good point. I wasn't very satisfied with it either. So I will do this:
  • change +1:culture: to +2 obsolete safe :culture:
  • remove +1 pop in all cities
  • change "City needs 25% less :food: to grow" to 50%
...with the addition of the resource Prime Timber the Event with the same name makes it a little confusing too. Renaming one of them would solve this issue. Maybe call the improved tile of the event something like Hardwood?
:goodjob:
There may be other events with the same issue. Please report if you find one.

...i personally dislike the Recon Unit line with their "ability" to only defend. The Hunter Unit is much more useful for, well, hunting animals. But when the Scout comes along you lose this very useful unit. There seems to be only one UU for the Scout for the Tupi Empire, i think from the MegaPack? Maybe giving the Scout the abilities of the Hunter would be the better choice.
The Explorer could keep his Only Defend ability, but the Adventurer? By the time it is available i almost always have most of the map unveiled, so it is only somehow useful as a city defender...
Giving all Recon Units the ability to ONLY attack Animal Units could solve this issue.
Yes, that would solve this issue but unfortunately there is no such tag as "can attack animals only".
So the best solution I could find was choose your upgrade of the Hunter: Scouts keep their speed, while Archers keep their ability to attack. I am okay with this.

...why do have the Hunter and Scout the "+100% vs. Wild Animals" ability. I don´t see an Unit Category with wild animals, just Animal Units. The Hunter and Woodsman promotions give a bonus against Animal Units. Ingame there seems no difference if i attack a Lion or a Bull, both bonuses are applied. Why two different names?
I don't know. I think that is the wording since vanilla Civ4.
I could change it to "Animals" if I wasn't afraid someone else complaining that Knights and War elephants are also partially animal unit :lol:
Just kidding. I changed it.

...also the line TXT_KEY_RESTRICTED_UNIT in the Barbarian UU Worker is still there. I guess it won´t display correctly because it is a barbarian unit only and the barbarians are a hidden civ?
No, it's because of the MegaPack has a file that overwrites the part that makes it properly displayed.
If you turn OFF MegaPack: Main module it will show properly.
What I can do is to hide it on civilopedia so it won't show up in the units list. However if you click on Worker you can still click on "replaced by..." part.

...if i am not mistaken the SmartMap mapscript is currently the only one which generates all newly added terrains and bonuses of CoM? I like the mapscript, but maybe you could modify some of the other scripts too?
I cannot update all mapscripts but SmartMap is not the only one. My current favourite is Terra.
In the past I went through ALL mapscripts to see which are compatible and which aren't. I even made a list I thought I have included bot not.
However Totestra, PerfectWorld and PerfectMongoose are not compatible as far as I remember.
I think these are all the issues that bother me a little right now, sorry for the wall of text.;)
Oh, no, it's the other way: Thanks for the feedback :thumbsup:
 
And what do you guys think about the other stuff, like:
  • The placing of specialist and making more room for resources in the city screen. Is it comfortable enough?
  • Gathering. Do you find it to be fun and balanced?
  • New quotes: Do they sound good enough?
 
Change log:
=========

1.0.4.2 HOTFIX

Spoiler :


General
=======

Now really updating revision number (1086) both for python and ini files.
Prime Timber event sign changed to Hardwood.
Some minor wording and graphics changes.


Wonders
=======

Venus of Willendorf:
+1 culture changed to +2 obsolete safe culture
removed +1 Population in All Cities
City Requires 50% less Food to Grow (was 25%)


 

Attachments

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Hmm, maybe updating the checker_config.ini wasn´t a good idea. It will reset all your settings you made before in the launcher. A big, fat warning with the download link might avoid a little confusion... ;)
Being on this subject i would change the "DistantRev" line too and update the "url_check" link - it still points to the old Chronicles modmod.
I don´t know why, but when i set the option "Autostart the mod with the game by default" to ON and start Civ4 through Steam, it loads instead AND, which is of course installed in a different folder. I couldn´t find any config file that controls this, i guess it´s somehow hardcoded in the and2_checker.exe :confused:

The placing of specialist and making more room for resources in the city screen. Is it comfortable enough?
I like the bigger space for the resources, but the specialist are sometimes hard to see.
C2C has a nice compact specialist panel, MongooseMod on the other hand has a compact resources panel. Either one would be a neat compromise.

Gathering. Do you find it to be fun and balanced?
Yeah, i think it works quite nice.

New quotes: Do they sound good enough?
I personally don´t care much about this and always disable Music and Speech in the Audio settings...:blush:

Yes, that would solve this issue but unfortunately there is no such tag as "can attack animals only".
So the best solution I could find was choose your upgrade of the Hunter: Scouts keep their speed, while Archers keep their ability to attack. I am okay with this.
Hmm, maybe lowering the strength of the Adventurer a bit and removing the Can Only Defend tag would be a good compromise.
Is it possible to exclude specific Units from some Promotions? Some Promotions which grant only an attack bonus, like Desert/Arctic Combat II etc., are pretty useless for a unit which can only defend, like the Scout and Explorer...

In the past I went through ALL mapscripts to see which are compatible and which aren't. I even made a list I thought I have included bot not.
However Totestra, PerfectWorld and PerfectMongoose are not compatible as far as I remember.
A list with compatible mapscripts would be nice. Or maybe renaming the compatible scripts like you did with smartmap.

I was going through some log files to narrow down why my game crashes sometimes and stumbled over some warnings concerning missing strings or textures etc.
I don´t think they are the reason for the MAFs, but it wouldn´t hurt to fix some of the things. Of course that would mean to repack some of the FPK files. Something to consider for a bigger future release...

Current warnings:

Spoiler audio.log :

[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HAWK of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HAWK of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_GORILLA of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_GORILLA of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SEA_SERPENT of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SEA_SERPENT of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SEA_SERPENT of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SEA_SERPENT of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SEA_SERPENT of TagId 4
[417367.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_SEA_SERPENT of TagId 4
[417369.968] ERR: FAudioManager::GetAudioTagIndex(): Could not find string NONE of TagId 5
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_EARLY2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_EARLY2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_MIDDLE2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_MIDDLE2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_LATE2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_LATE2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_LATE2 of TagId 3
[417371.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_ROBERT_I_LATE2 of TagId 3
[417372.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_MONGOLS_SELECT of TagId 4
[417372.906] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_MONGOLS_ORDER of TagId 4
[417372.921] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_ROMAN_SELECT of TagId 4
[417372.921] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_ROMAN_ORDER of TagId 4

Spoiler resmgr.log :

RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Texture WarElephant_Carthage_gloss.dds failed to load
RESMGR: Texture Skirmisher_128.dds failed to load
RESMGR: Texture Skirmisher_weapons_64.dds failed to load


I had more warnings in the past. I could collect them and past them here, if you want...
 
Hmm, maybe updating the checker_config.ini wasn´t a good idea. It will reset all your settings you made before in the launcher. A big, fat warning with the download link might avoid a little confusion... ;)
Being on this subject i would change the "DistantRev" line too and update the "url_check" link - it still points to the old Chronicles modmod.
I don´t know why, but when i set the option "Autostart the mod with the game by default" to ON and start Civ4 through Steam, it loads instead AND, which is of course installed in a different folder. I couldn´t find any config file that controls this, i guess it´s somehow hardcoded in the and2_checker.exe :confused:
The checker is the work of dbkblk who is no longer around. It is far from perfect but it is still useful - especially with modules.

I like the bigger space for the resources, but the specialist are sometimes hard to see.
C2C has a nice compact specialist panel, MongooseMod on the other hand has a compact resources panel. Either one would be a neat compromise.
Working with the interface is a real pain. It means a lot of trying to change some random code blindly than test it to see what you did.
So I am not planning to merge either of those for the moment. If someone is really bothered by the new UI I can provide a backup file to restore the original look.

Is it possible to exclude specific Units from some Promotions? Some Promotions which grant only an attack bonus, like Desert/Arctic Combat II etc., are pretty useless for a unit which can only defend, like the Scout and Explorer...
Unit combat types are defined for each promotion. Like Archery, Recon, Melee.
But you have a point there. I'm moving the double movement speed to the 2nd level and cut the Combat I requirement.
Remember: Myth of the Desert and Myth of Winter gives free Desert Combat I and Arctic Combat I.

Of course that would mean to repack some of the FPK files. Something to consider for a bigger future release...
For 1.5 I'm planning complete re-upload of a fully packed archive of the mod. It will include more movies and putting the newer graphic files into FPK.

audio.log :
After applying the patch, have you run the checker to enable/disable any modules? If not, than try it. The checker automatically inject audiodefines into the right places from module files, e.g. MegaPack.

resmgr.log :
I'm clueless with this one. Sorry. :dunno:

I had more warnings in the past. I could collect them and past them here, if you want...
Well... It couldn't hurt, even if I can't do anything with them. :)
 
What do you think about Cave of Altamira and Cave Painting?
I think they are too weak and non-interesting. So here's some ideas:

Cave of Altamira:
  • First I thought of giving it a "+1 Free Specialist per Gathering improvement", which I think would be really fun based on the dynamics of Gathering but... No CoA is a hunting-themed wonder, not gathering
  • I also don't like its "Free Cave Painting in Every City" and "+1:culture: from Cave Painting" abilities. Since these are rather meaningless, I will remove them.
  • Increase the :gp:/turn from +4 to +8. This equals the :gp: output of 4 Great Wonders (and close to 3 specialists). This would make it a powerful Great Hunter generator until Literature, when it obsoletes.
Cave Painting:
  • Remove its base +1:culture:
  • Add +2:culture: with Oral Tradition (in fact it would mean only +1:culture: due to OT's -50%:culture:)
  • Add +2:culture: with Tribal and Folklore
This would make it a +3:culture: with the starting civics (not counting other modifiers). If one happens to leave OT before Tribal and Folklore it becomes a +4:culture: building - but it is rather unlikely. Normally it will slowly lose its :culture: output. Double training speed of Hunter also becomes irrelevant quickly. And finally it obsoletes with Literature, cutting the +2:gp:.

What I would like to add is a gathering themed National or World Wonder. Any ideas?
 
...also the line TXT_KEY_RESTRICTED_UNIT in the Barbarian UU Worker is still there. I guess it won´t display correctly because it is a barbarian unit only and the barbarians are a hidden civ?
No, it's because of the MegaPack has a file that overwrites the part that makes it properly displayed.
If you turn OFF MegaPack: Main module it will show properly.
What I can do is to hide it on civilopedia so it won't show up in the units list. However if you click on Worker you can still click on "replaced by..." part.
It's funny how the brain works:
This morning, at around 5:45 while sitting on the bus to work half-asleep I was thinking about what other plans I have for the mod... When the realization struck me that with MegaPack the Barbarians don't have access to their new UU, so I'll have to fix it somehow...

Do you think hunting is too easy?
I'm thinking of giving animals bonuses based on their native terrains.
I would add:
  • Double Speed
  • +50% defence
  • +50% attack (predators only)
Examples: Deer (Forest), Ram (Grass), Ostrich (Desert), Crocodile (Swamp), Polar Bear (Ice and Tundra), etc.
Animals without :strength: will simply have a Double Movement speed: Racoon (Forest), Penguin (Ice).
Flying birds, like Parrot will have a flat movement and access to peaks.

This could make hunting harder in two ways: Your Hunter may not always end hunting without any scars AND animals may more easily outrun you. Of course, it would make predators much more dangerous on their native terrain. You may feel safe, not seeing anything in 1 tile radius but than a lion comes from 2 tiles away :run:
 
Cave Painting:
  • Remove its base +1:culture:
  • Add +2:culture: with Oral Tradition (in fact it would mean only +1:culture: due to OT's -50%:culture:)
  • Add +2:culture: with Tribal and Folklore
Maybe give just +1:culture: with Tribal and Folklore, as it is rather easy in the early game to have much culture with all the other cheap culture buildings...

Well, i can´t really say much about the early World Wonders, because i almost never have the chance to finish one before the AI. I am ok with whatever changes you might make - for my games it will just mean that the AI might get tougher, which is fine for me.

Do you think hunting is too easy?
Yeah, it is a little bit too easy. Even when not all the captured animals get safely to my city, i have still a lot of them to equip every new city with their special buildings and plant new resources.
Your changes would make it a lot more rewarding to capture them and maybe slow down the stockpile effect.

audio.log :
After applying the patch, have you run the checker to enable/disable any modules? If not, than try it. The checker automatically inject audiodefines into the right places from module files, e.g. MegaPack.
I tried it just now and it makes no difference.

resmgr.log:
I'm clueless with this one. Sorry.
Might be some quasi-corrupt files from the MegaPack...?

Spoiler LSystem.log :
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
building:Art/Structures/Buildings/potteryshop/PotteryShop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!


I also noticed that some buildings have no 3d models - any plans to add them?
 
I also noticed that some buildings have no 3d models - any plans to add them?
Well, not all of them need one. Others don't have a fitting model. Or I just didn't bother finding one.
Which are the one that really need one in you opinion?
Yeah, it is a little bit too easy. Even when not all the captured animals get safely to my city, i have still a lot of them to equip every new city with their special buildings and plant new resources.
Your changes would make it a lot more rewarding to capture them and maybe slow down the stockpile effect.
I wonder if I should further decrease the chances of planting. In my current game I have already settled 2 Elephants, 2 Deers (I have Lascaux :mwaha: ), a Pig and a Sheep and I still have some units reserved.
Would be 10% too low? I am starting to think that it isn't. After all in BtS you had 0% chance to get any new resources like this way.
 
Which are the one that really need one in you opinion?
Well, i didn´t go trough all Buildings, but i would say that every building which is available for more than one or two Eras should probably have a fitting model, if a suitable one is available somewhere...

I wonder if I should further decrease the chances of planting. In my current game I have already settled 2 Elephants, 2 Deers (I have Lascaux :mwaha: ), a Pig and a Sheep and I still have some units reserved.
Would be 10% too low? I am starting to think that it isn't

Yeah, i have a similar experience. I think AND has a chance of 10%, which is too low for my taste for AND. But because CoM has a much further expanded Hunting mechanic and more Animals, which i really love, it would be a better fit here. Or maybe changing it to 15% when you implement the other changes to hunting mentioned in an earlier post.

In the meantime i have collected some more warnings...
Spoiler resmgr.log :

RESMGR: Texture FlagDECAL.dds failed to load
RESMGR: Texture PlayerColor01.tga failed to load
RESMGR: Texture PlayerColor02.tga failed to load
RESMGR: Texture WarElephant_Carthage_gloss.dds failed to load
RESMGR: Texture torch.dds failed to load
RESMGR: Texture torch_gloss.dds failed to load
RESMGR: Texture Dwarve_256.dds failed to load
RESMGR: Texture //sim2.dds failed to load
RESMGR: Texture tiger_blink.dds failed to load
RESMGR: Texture RRT_Env_map_128.dds failed to load
RESMGR: Texture TextileMill_NORM.dds failed to load
RESMGR: Texture TextileMill_SPEC.dds failed to load
RESMGR: Texture TextileMill_EMSK.dds failed to load
RESMGR: Texture RRT_Cube_Light_map_128.dds failed to load
 
Well, i didn´t go trough all Buildings, but i would say that every building which is available for more than one or two Eras should probably have a fitting model, if a suitable one is available somewhere...
Usually, when I create a building from scratch I also try to find a fitting model but many buildings - either in AND or the ones I just import from other mods - didn't have one. Especially the pseudo-buildings (like myths or Hunting Grounds) are the the ones I don't care much.
World Wonders are different. Those need to have not only a good model but a good movie too, so I have started creating wonder movies some time ago.
I think AND has a chance of 10%, which is too low for my taste for AND.
No, it's 100% chance for planting resources and subduing them is constant 10%. Actually it is 1 successful resource out of 10 hunts.
In CoM you can increase subduing chances greatly so I think 10% will be okay, especially as it isn't completely wasted in the other 90% either, since you still get the animal butchered.

Another thing I have in mind about gathering:

Gatherings enabling resources

Gathering :food:: Wheat, Corn, Apple, Sheep, Pig, etc.
Gathering :hammers:: Iron, Stone, Marble, Copper, etc
Gathering :commerce:: Gold, Gems, Tobacco, etc.
But not all resources could be collected this way: Elephants, Horses and Holy Site for example.
I think it would be a fun thing that you gain access to resources for only a small time :)
 
Gathering. Do you find it to be fun and balanced?
Regarding the gathering improvement i think it adds some nice options early game (they five selectables at the end of a gathering). I do however think that the food option is very weak. +10 food is really miniscule when it take about 500 to grow the city early game. I think increasing it to +15 food would be more balanced, but i migh tbe wrong.

Do you think hunting is too easy?
I'm thinking of giving animals bonuses based on their native terrains.
I would add:
  • Double Speed
  • +50% defence
  • +50% attack (predators only)
The added speed, defence and attack would make the hunting more interesting. In my mind hunting becomes too easy and slightly less exciting after you research [Weapons] which gives hunters +1 strength. Instead of giving hunters +1 strength one could instead have a building enabled at the [Weapons] tech. For example: Name = Hunters tool smith, effect = Hunters produced in city gains +1 strength, cost = 200 hammers. This would make it so that new hunters would have to be built to handle in order to hunt animals like elephants, rhinoceros and bears. One could alternatively not get the building and try to rely on mere numbers, perhaps the surround bonus against animals should be increased? Thus there would be two main hunting strategies; 1: Get the expensive building and build super hunters, 2: Do not get the expensive building and rely on groups of hunters which surround their prey and thusly kill them from the large surround bonus. Is it possible to increase the surround bonus against animals by say 200%?

I would like to raise the question: Is the emporium national wonder from the financial trait overpowered? In my recent game I got really rich (about 20000 gold by turn 600 on epic game speed). I quickly reached the cap of +250 gold/turn from the emporium. This meant that i could run 100% on the science slider, upgrade all my military easily, maintain an enormous army without it affecting my economy and i used about 10000 gold to buy techonoloies from other less powerful nations (india and the celts). The emporium is more powerful than the world wonder "Piazza san Marco" which gives +2% interest with a cap of +100/turn. The emporium gives +5% interest with a cap of +250/turn. Should a national wonder from a trait really be more powerful than a world wonder? Perhaps changing the emporim values to +2% interest and maximum +50 gold/turn would be more appropriate. Right now it feels overpowered.
 

Attachments

  • too_much_gold.png
    too_much_gold.png
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Regarding the gathering improvement i think it adds some nice options early game (they five selectables at the end of a gathering). I do however think that the food option is very weak. +10 food is really miniscule when it take about 500 to grow the city early game. I think increasing it to +15 food would be more balanced, but i migh tbe wrong.
I'll consider that.
The added speed, defence and attack would make the hunting more interesting. In my mind hunting becomes too easy and slightly less exciting after you research [Weapons] which gives hunters +1 strength. Instead of giving hunters +1 strength one could instead have a building enabled at the [Weapons] tech. For example: Name = Hunters tool smith, effect = Hunters produced in city gains +1 strength, cost = 200 hammers. This would make it so that new hunters would have to be built to handle in order to hunt animals like elephants, rhinoceros and bears. One could alternatively not get the building and try to rely on mere numbers, perhaps the surround bonus against animals should be increased? Thus there would be two main hunting strategies; 1: Get the expensive building and build super hunters, 2: Do not get the expensive building and rely on groups of hunters which surround their prey and thusly kill them from the large surround bonus. Is it possible to increase the surround bonus against animals by say 200%?
No, it's not possible. +1:strength: from buildings is also not possible.
The goal of +1:strength: from Weapons is mainly to be able to cope with barbarians.
I rather consider decreasing the +100% vs. Animals with Hunting promotions to +50%.

I would like to raise the question: Is the emporium national wonder from the financial trait overpowered? In my recent game I got really rich (about 20000 gold by turn 600 on epic game speed). I quickly reached the cap of +250 gold/turn from the emporium. This meant that i could run 100% on the science slider, upgrade all my military easily, maintain an enormous army without it affecting my economy and i used about 10000 gold to buy techonoloies from other less powerful nations (india and the celts). The emporium is more powerful than the world wonder "Piazza san Marco" which gives +2% interest with a cap of +100/turn. The emporium gives +5% interest with a cap of +250/turn. Should a national wonder from a trait really be more powerful than a world wonder? Perhaps changing the emporim values to +2% interest and maximum +50 gold/turn would be more appropriate. Right now it feels overpowered.
I've been considering changing it to +1 :traderoute: in all cities. I think that would scale better with game speed, map size and eras, than an interest. What do you think?
However that much of gold sounds way too much.
 
No, it's not possible. +1:strength: from buildings is also not possible.
The goal of +1:strength: from Weapons is mainly to be able to cope with barbarians.
I rather consider decreasing the +100% vs. Animals with Hunting promotions to +50%.
Wouldn't it be possible if you made it a promotion that the building gave recon units? Decreasing the +xxx% against animals might be a good idea. Your idea abour speed/defence and attack for animals based on biomes is also good.

I've been considering changing it to +1 :traderoute: in all cities. I think that would scale better with game speed, map size and eras, than an interest. What do you think?
However that much of gold sounds way too much.
An extra trade route instead of the interest sounds much better. Either have it be a national wonder which gives each city an extra trade route. Or have it be a normal building which gives an extra trade route in the city it's built in, like the harbor for example. I personally think making it a normal building which has to be built in each city is more interesting. Extra trade routes are of no real use in production cities for example. The building should probably be of a cost similar to the dock.
 
Wouldn't it be possible if you made it a promotion that the building gave recon units? Decreasing the +xxx% against animals might be a good idea.
I want to keep it simple.
An extra trade route instead of the interest sounds much better. Either have it be a national wonder which gives each city an extra trade route. Or have it be a normal building which gives an extra trade route in the city it's built in, like the harbor for example. I personally think making it a normal building which has to be built in each city is more interesting. Extra trade routes are of no real use in production cities for example. The building should probably be of a cost similar to the dock.
Okay, I will do that make Emporium a normal building.

Actually it would be better if all (or at least most) Trait Buildings would be normal buildings and not National Wonders.

For example:
Lyceum: drop the current effect and give it Philosopher specialist slots. It would be a new specialist only available with this trait building. The building would have an extra slot in each era. Philosophers would only have +10:gp: and no yield/commerce. This way you could boost your :gp: production by assigning population to it.

Muse and Eureka are the real problem. I don't really know what to do with them. :think:
 
Actually it would be better if all (or at least most) Trait Buildings would be normal buildings and not National Wonders.

For example:
Lyceum: drop the current effect and give it Philosopher specialist slots. It would be a new specialist only available with this trait building. The building would have an extra slot in each era. Philosophers would only have +10:gp: and no yield/commerce. This way you could boost your :gp: production by assigning population to it.

Muse and Eureka are the real problem. I don't really know what to do with them. :think:
I haven't used The Lyceum and Eureka very much yet so i can't really say anything about that. Regarding the Muse it's only effective if you are running a specialist economy. I think that the Muse building should be effective wether you are runing a specialist economy or not. Making it a normal building with this effect might be interesting: +2:culture:, +2:gp: (Great Artist). Or: +10%:culture:, +2:gp: (Great Artist). The placement in the tech tree is fine, the cost should probably be similar to the theatre (132:hammers: on epic speed). When I have played with the Lyceum and Eureka I will let you know about them.

The new Muse means that you can start culture push enemies earlier than they can (you get Muse before Theatre) and you are not locked into having to run a specialist economy in order for the Muse to be effective.
 
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