Dawn of Civilization - an RFC modmod by Leoreth

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Actually the Calcutta spot isn't covered by jungle in the beginning of the game, it just usually grows to that tile.
It is, atleast in 600 ad; Here are the screenshots as the Chinese.
Civ4ScreenShot0006.JPG
Here's what I propose you do.
Civ4ScreenShot0010.JPG

I mean this isnt such a big deal but i think it is important to have Calcutta. The reason being that Calcutta was obviously really important and served as the capital of the British India for much of its history. It might as well be the most important city in Eastern India.
 
On which tile is Calcutta in your opinion? Also, where did the cotton go and the spices come from?

On the subject of India, I've watched a documentary on water management during the course of history which made me change their UB to Stepwell. It has the same effect as an Aqueduct but only requires Masonry.
 
On which tile is Calcutta in your opinion? Also, where did the cotton go and the spices come from?
Spice came from one North East, I totally forgot about the cotton, my bad.

I like the tile 3 south of Pataliputara; it might be a little too south but technically it is still Calcutta, the inaccuracy is small and negligible and most importantly the tile is better for gameplay.

On the subject of India, I've watched a documentary on water management during the course of history which made me change their UB to Stepwell. It has the same effect as an Aqueduct but only requires Masonry.
Was it on History Channel by any chance :rolleyes:
 
Okay, I agree on the plot and your reasoning behind it.

And no, the documentary was produced by the public German television.
 
And no, the documentary was produced by the public German television.

Mustve been a coincidence then because History Channel (or maybe it was Science Channel) released a documentary about the technological advances about Ancient India a few days ago. They highlighted Water Management and specifically the stepwell among other things in the documentary.
 
Ah, okay, the documentary I saw rather went the other way and reviewed water management in several societies over the course of history, you know, the obvious examples (Nile floodings, Mesopotamia, India, the Khmer ...).

Edit: I've fixed the respawn mechanism (stupid mixup of years and turn numbers caused it to almost never happen) and also disabled Rhye's requirement that a sufficient number of civs have to be dead for it to kick in. The result is much earlier respawns like Egypt. Commit following.

Next I'll disable the AI's habit of founding cities on food resources because that always bothered me and often created bad city placements, especially in India and China.
 
Next I'll disable the AI's habit of founding cities on food resources because that always bothered me and often created bad city placements, especially in India and China.

Great call on that one. I'm getting rather sick of Egypt founding its northern city on the Wheat, of all places. While there are a few spots on the map where founding a city on a food resource might be beneficial, I think the benefit of getting rid of several awful AI decisions is definitely higher than the cost of making them miss out on an occasional brilliant one.
 
Thinking about something entirely different currently: shouldn't there be a slight buff to Nuclear Plants?

Coal Plants come early, but create unhealthiness, Hydro Plants require rivers, Nuclear Plants can be built everywhere but include the risk of a nuclear meltdown. Thing is, that meltdown is quite probable and at the point where you can build them, it's easily possible to combat the coal plant's unhealthiness in other ways.

So there has to be an incentive to take the risk of meltdown. Often Nuclear Plants are still built because they produce cheaper energy so maybe a small bonus of +10% production, +10% gold or -10% maintenance could provide some incentive.

Make a realistically low chance of a meltdown? Wouldn't that be the best option?

In fact I'd make nuclear meltdowns very rare but a bit more devastating. And nuclear plants should produce some :mad:.
 
religious meltdowns

I think this idea would be very fun. I don't know what it is, but it sounds awesome.

As for nuclear reactors... I have no idea what new effects they could bring. They're basically just steam engines that are heated by fission instead of coal.
 
an other possibility is that the Recycle Centre doesn't affect the :yuck: from the Coal Centre... It is not as if the burned coal can be recycled, and it is not as if a recycle centre gets rid of all pollution in a city produced by buildings....
 
Great call on that one. I'm getting rather sick of Egypt founding its northern city on the Wheat, of all places. While there are a few spots on the map where founding a city on a food resource might be beneficial, I think the benefit of getting rid of several awful AI decisions is definitely higher than the cost of making them miss out on an occasional brilliant one.
I pondered this for a while and can't think of one food tile in the game that would actually be worth settling? Does somebody know one? I mean, settling on sugar or wine or stone can make sense sometimes, but food?

Make a realistically low chance of a meltdown? Wouldn't that be the best option?

In fact I'd make religious meltdowns very rare but a bit more devastating. And nuclear plants should produce some :mad:.
If I understand the XML correctly, the chance of a meltdown is 1 in 2000 (per turn I guess). If you have eight nuclear plants, this would create a chance of 0.4% per turn for a meltdown. If my calculations are correct, then over the course of 173 turns it would become likelier than 50% that at least one meltdown occured.

I had the idea with unhappiness as well. Maybe we abolish the meltdown chance completely and turn it into a random event instead (caused by extraordinary circumstances such as city unrest like in Civ2).

I think this idea would be very fun. I don't know what it is, but it sounds awesome.

As for nuclear reactors... I have no idea what new effects they could bring. They're basically just steam engines that are heated by fission instead of coal.
If you have your own uranium and neglect future costs like nuclear waste disposal, it's a lot cheaper than even coal. Hence the more gold / less upkeep ideas. Also, many industries like to settle close to nuclear plants because of the cheap energy, which is where the more production effect comes from.

an other possibility is that the Recycle Centre doesn't affect the :yuck: from the Coal Centre... It is not as if the burned coal can be recycled, and it is not as if a recycle centre gets rid of all pollution in a city produced by buildings....
That makes sense, Recycling Centers are too powerful in my opinion anyway. But I'd probably have to abandon the XML for this.
 
Maybe Nuclear Plants would get your city rid of unhealthiness that factories give from coal and oil, because if you have Nuclear Plant why would you use coal and oil in factories?
 
Would it be possible for the chance of a nuclear meltdown to go down either time or as you discover more technologies?
 
Not without interfering with the DLL implementation. I'd rather not go to such lengths for one building.
 
Maybe Nuclear Plants would get your city rid of unhealthiness that factories give from coal and oil, because if you have Nuclear Plant why would you use coal and oil in factories?

Well, industry continued to use coal and oil after nuclear power became available...
 
But cities as a whole have. And I don't know how building levels would solve this ... after all, cities can still only either have energy or not.
 
I'm currently thinking about adding GeoModder's cultural city styles mod, which adds extra city graphics for China, India, Egypt, Russia etc. Does anyone have experiences with it? I think I'd have to modify it a lot because I've already seen it doesn't work in some cases, especially to pull the independent graphics off accurately.
 
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