Conquer the Earth v0.4.0 Beta

Native Shooter will be fixed in next release.

Sword_of_Geddon: Thanks for playing Cte =)
1) I know, I know. I'm not much of a writer but I'll put atleast the bare minimum in the civilopedias, especially the governments, because even I switch back and from from the game to the editor to check the differences so... =) These should be done before 0.6.
2) Well, I haven't played with leaderheads yet. The problem is that most of them are pretty big and not to my liking in terms of quality(I'm not saying they're not good) so it doesn't really fit.
3) The problem about govt(and I found it out the hard way) is that the AI usually try them all one after another, and have a specific view of what is the ebst govt, so it's kinda hard to balance it for the mod. I wanted to add much more govt at first but found it to be pretty useless, because if they are similar the anarchy period is usually much more damaging than the gain you're going to get with new govt. That's why I only added 2 of them. Maybe in the future.
 
I don't know them by heart(not a home now) but IIRC and by checking the changelogs:

Tribal Council:
Worker Rate 1
Communal Corruption
Support: 6/2/0
No Labor
Tile Penality and Xenophobic
Cap at 6
No war weariness
Diplomats and spies are conscript
No police or draft
cost 3 per units

City States:
Communal Corruption
Support 0/1/2 **
10 free units **
Cap at 10
Paid Labor
Tile Bonus
Low War Weariness
Draft 0, Police 1
Cost 2 per units (IIRC)

**: Not sure at all of the values, but it definitely have some free units support, either 10 or 15. This prevents City States to become too big due to poor city support.

Also Republic was somewhat changed from C3C:
Increased Corruption
Paid Labor
Support 2/3/4 (increased by 1 for town)
Low War Weariness
Trade Bonus
Cap at 8
Police 1.

The rest isn't changed except feudalism which has support of 5/3/1 now IIRC and despotism has worker rate of 1 and communism at 3.

I just checked, the changelog isn't up to date on that matter, will be fixed as soon as I get back.

BTW, what would you give Fundamentalism in terms of traits? We know that "doesn't require maintenance" is broken for the AI so we arent left with much in terms of variety. I wanted to add Theology also, but the ancient era was getting crowded in terms of Governments.
 
Hmm, lets see.

Fundamentalism is the escentially the radicalization of Theocracy. Like Communism and Fascism, I'd say no War weariness. Fundamentalist governments(Taliban and Early Revolution Iran) were escentially ideologically charged millitants, so I'd give Fundamentalist Governments a draft rate and millitary police limit of four. On the other hand, such governments pretty much exist as an island surrounded by Anarchy, so I'd give Fundamentalism an even higher corruption rate than Despotism.

I'd have Fundamentalism become availible in the late middle ages, possibly have a couple of new techs, Religious Extremism(Enables Terrorist and Holy Warrior Units), which leads to Fundamentalism. In order to research Religious Extremism, you'd first have to research Monotheisism, Theology, and Theocracy(Another new tech)

So the tech path would look alittle like this:

Printing Press----Democracy----Free Artistry
I
I
Monotheism------Theology----Theocracy----Religious Extremism
I
I
Fundamentalism

Theocracies(Historically) are peaceful communities ruled either by Religious Officials, or abiding by Religious Docrine, examples of this rare Government type include the Colonial Pilgrims and Puritans of New England, where the passes of the Bible were held as Law, and every member of the community viewed everyone else as an extended family.

Therefore, I'd give Theocracy a draft rating of one(For self-Defence), Apocalyptic War weariness if you are the agressor(Attacking your naughbors is not in touch with the teachings of God), an extremely high work rate, and a higher happiness rate(all happy-face producing buildings produce double while under a Theocratic form of Government)

Hope I've been helpful.
 
I'm enjoying your mod quite a bit, I had been working on a slow game mod for myself. I'm playing as england (monarch). I haven't had any problems, with files. I've had to rigorously explore the world to build cities anywhere off my islands, and believe me exploring with curraghs is tedious. :) In the game i'm playing there are essentially 3 superpowers, one is dominating. The Huns, who swept south through the norther middle east and into the Balkans and Russian (destroying most of Russian), they are truly in control of this game. The Mongols who have most of China (China having decided that it doesn't want to build settlers, having 2 or 3 cities). The Iroqious who are in control of the entire North american continent. There are a few other powers, England, Arabia, and Zulu. There are a great number of civs who only have the 2 cities and MAYBE 3 if they got really lucky and built another on the far side of somewhere.

One thing I have concluded is that having to wait quite a while for settlers is a HUGE hinderance to civs, especially since others don't. This allows certain civs to expand unhindered. The civs which don't have Masonry (I believe the tech to build settlers) don't really make a beeline towards it either, that is the one thing that really throws the balance off.

I couldn't load my British Knights into a galley is this intentional?

Also the civilopedia definitely needs SOME information which you said you would put it, if so it would be great appreciated. I'm just looking for the stats not the info :)

EXCELLENT work so far.
 
I've removed the Foot Units only flag for galley in the next patch, it wasn't intentional.

I know Huns, Russians and Iroquois are pretty big. However, I'm still trying to balance it by having few resources in their territories, especially food, and production, which results in small, less productive cities. Most of the people in europe should have 3 cities. The bug with China is fixed now in the next patch.

After having played as Greece, I was still tech leader and was starting to roll out an army to invade my neighbors, even if russia had like 10+ cities. So russia and Huns are going to lag a bit behind in techs usually, and iroquois even more.

As the patches roll in, I'm going to balance every factor so that, even if, in terms of civ score or power calculated by the game, Russia and Huns are in the lead, it doesn't actually means much. I've played a game where germany destroyed Netherlands and France at the end of the Ancient era and carved a pretty strong empire, while I was waging war against Greece and Spain as Rome.
 
Patch version 0.4.2 now available. It includes patch 0.4.1. The Patch adds some essential Civilopedias(Govts) and adds Flavor Traits, as well as all the bug fixes reported.

Check out the first post for download information and how to see the changelog.
 
Well with the new patch(that includes Flavor Traits), you can get the tech lead too easily, I think the Flavor % are too low. I am trying to balance it and maybe I'll either remove them or use them differently, we'll see. Any ideas?
 
Thanks, but playing as Spain, I was in the middles ages in 400 BC and half the civs I knew didn't even discovered Bronze Working so... something is wrong there, hehe.

*Note: Always play at Monarch, it was the difficulty intended for the mod.
 
Well, I always got my @$$ kicked on Regent back in Civ3 and PtW, I simply assumed that Regent would be the same in Conquests(And your mod by extension).

Now that you mention it, that does explain why I seem to be the only one finishing wonders...hmmm
 
Well, most wonders now needs a prerequisite, so it stops most civs to just switch to another wonder and finish the same turn(and having 10 wonders built the same turn). So now the AI is less wonder friendly, but still, if you're the only one finishing them...
 
One last thing you could do(Can't think of anything else) is to put civilpedia entrys on the new units. Tell what they replace(and who they replace it for, like the Teutonic Knights=Germany for instance). Thanks!

I thought I should let you know that there are a number of really good leader heads out there(Some of em you can find at this very site) that would really finish off your mod in terms of completeness.
 
I dont mean every leader needs a leaderhead to go along with it, just two civs: The Sioux and the civ you replaced the Sumerians with(A QUEEN DOES NOT HAVE A BEARD, unless of coarse its the circus freak civilization)

BTW, what did you think of my ideas regarding Theocracy and Fundamentalism above?
 
Yaksack: You need to have Conquest. CivIII Gold doesn't include Conquest as fast as I know.

Sword: We'll see about leaderheads... I might go the way I and Thamis did in TAM, which is use stills photographs or pictures and not leaderheads, maybe flags or crests or something... I'm not sure yet, it's not important for now, I'm halfway to the Final version now anyway.

As for new govts... I'm still balancing the new Govt, as City State is the most popular one right now, and it shouldn't. When I'm done, maybe I'll add some more, but I don't really want to change the tech tree much, it's a pain to do =)

BTW, if anyone would like to do the Civilopedias, go ahead, that would be a huge help =)

Also, the next patch is going to be out today or tomorrow. Will fix one bug with Spearman(can't upgrade to Pikeman) and helps the AI against early player rushes, which is too easy, considering they only have 1/1 warrior and settlers takes a long time to build. It's going to add a Militia, a 1/2 unit, costs the same as Spearman but get -1 HP and it's available from the start.
 
Why still use still leaderheads when theres plenty of excellilent animated, era-specific leaderheads availible on Civfanatics?

So, just curious, but how easy is it to mod Civilizations?

I might be interested in learning, as I would like to be able to put a few of my ideas in game-format.
 
looks cool, I will try it out but I do not feel like reading the thread.
 
Thanks for the patch! This is by far the best mod Ive tried. One question I have for you or anyone..is there away to turn the aggressiveness of the countries down? Not in the game tried that but another way

Cant we just all get along : )
 
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