Design: Game Options

Forgive me for asking rather than trying this out myself in .25, but I've been wondering - what exactly does this do? I can't tell from the description. Does it mean that each special resource (cow, gems, etc.) adds twice as many food/hammers/gold to the tile as normal? Or that the bonus when you connect to the resource (happy/gold/etc.) is doubled? Or that each special resource you connect to gives you two of that resource (for trading, mostly)? Or all tiles produce double? Or the map has twice as many resources (cows, gems, etc.) placed on it, but they act like normal resources? Does it affect unique landmarks? Does this affect mana nodes?

--Confused in Cali

This option (which is already in .25 and probably hasn't been changed) makes the resources twice as common. It does not change their yields or effects at all. It does not effect Unique Features. I'm not actually sure whether or not it effects the amount of mana on the map.
 
I *love* the no religion idea. I can explain how many times I've really been in the mood for a good order vs ashen veil game but no matter how hard I try, everyone always switches to my religion because I end up getting to tough. Sometimes I like to play a handicapped game with overwhelming odds against my religion. Now thats possible!
 
That'd put Leaders with the Raiders trait at a huge advantage.
I had also suggested that XP bonuses (Raider, Valor, Great General) be changed to percentages, not hard values. For instance if, instead of +1 xp we have FLOOR[LARGER[+50% xp, +1 xp]] then you would need at least a two-xp battle to gain anything from the Raider trait.

My uber-raging barbs game was an experiment of sorts with the 0 xp option. Unfortunately, it doesn't work as well as I had hoped, since I was still getting from 0 to 3 xp for 99.9%+ battles. If I can, I'll reduce the overall XP award in my next game to see how that affects it.
 
inthe ice world, do jungles appear? (becaue i can't really imagine the ice covering jungles...


maybe a stupid question, sorry
 
I don't think this option means that the world is entirely covered with ice and tundras. Even the AoI scenario had a small tropical region that was untouched by the long winter. I say this option should still have jungles, but not as many. They should however become more common as the game goes on.


I had also suggested that XP bonuses (Raider, Valor, Great General) be changed to percentages, not hard values. For instance if, instead of +1 xp we have FLOOR[LARGER[+50% xp, +1 xp]] then you would need at least a two-xp battle to gain anything from the Raider trait.

My uber-raging barbs game was an experiment of sorts with the 0 xp option. Unfortunately, it doesn't work as well as I had hoped, since I was still getting from 0 to 3 xp for 99.9%+ battles. If I can, I'll reduce the overall XP award in my next game to see how that affects it.

I would only agree to making the trait grant a percentage bonus instead of a flat +1 xp if the number weren't rounded down. That is, I would want it to accompany changing xp from an integer to a double, like in one of the options from Snarko's Options mod. (I really think we need a new version of Snarko's options for Shadow). This also made it so that a lot of battles give you only a fraction of a point of xp, thus making xp farming more difficult.
 
Looks good. The Remove Religion - ____ options seem like they would be really good if Ice brings back the White Hand. Maybe you can go ahead and implement 21+ religions now. ;)

Mulcarns dead. You don't worship a god defeated by a mere mortal. Instead, a guild that decreased the thawing of the earths and allowed you to build disciples of Mulcarn (They have nothing else to do).
 
Forgive me for asking rather than trying this out myself in .25, but I've been wondering - what exactly does this do? I can't tell from the description. Does it mean that each special resource (cow, gems, etc.) adds twice as many food/hammers/gold to the tile as normal? Or that the bonus when you connect to the resource (happy/gold/etc.) is doubled? Or that each special resource you connect to gives you two of that resource (for trading, mostly)? Or all tiles produce double? Or the map has twice as many resources (cows, gems, etc.) placed on it, but they act like normal resources? Does it affect unique landmarks? Does this affect mana nodes?

--Confused in Cali

I think it doubles the presence of resources. We use it in MP to prevent truely "crap land" starts. It seems to narrow the gap between the 'haves' and 'have nots' in regard to starting position. Everyone should have at least something to work with.

One note: It makes alot of seafood. This means that - if your land is simply not suiting your style - you can run to the coast to settle and count on at least a seafood or two (or three) for a fishing start (a second tier start, in my opinion, but better than nothing and a solid 'plan b').

I think it does give more mana nodes, but this affect is much less apparent than the abundance of resources and I'm not sure.
 
inthe ice world, do jungles appear? (becaue i can't really imagine the ice covering jungles...

maybe a stupid question, sorry

They do. As I recall jungles don't freeze but stay batches of relative warmth. As one of the players mentioned earlier in this thread the thaw mechanic transforms the map into a much colder version of what it will eventually warm up into. But that doesn't make it solid ice.
 
Regarding the Barbarian World option - do animals still spawn with that selected?

I'd like to run a BW game, but I enjoy the early "great hunt".
 
I would only agree to making the trait grant a percentage bonus instead of a flat +1 xp if the number weren't rounded down.
Oops, it messed up the formula.

Basically, I'd like to get no more than +1 XP for having the Raider trait, but the battle has to be significant enough for me to even get that (so not even Raiders would get 1 XP from a 99.9% battle).

Something like:
FLOOR[SMALLER[+50% xp, +1 xp]]
Or even make the 50% as low as 25%
 
wow, awesome looking options. <3 hallowed ground, compact enforced, and end of winter!
 
They do. As I recall jungles don't freeze but stay batches of relative warmth. As one of the players mentioned earlier in this thread the thaw mechanic transforms the map into a much colder version of what it will eventually warm up into. But that doesn't make it solid ice.

maybe doviello could turn worked tundra into plains over time?
just like mines have a chance to spawn rescources.
 
I have to say I am a big fan of no settlers option. All the games I've played so far since 025 was with no settlers.

Anyone else like playing with no settlers?
 
I have to say I am a big fan of no settlers option. All the games I've played so far since 025 was with no settlers.

Anyone else like playing with no settlers?

ya No Settlers is a great option, stops the AI from spamming cities everywhere and leaves some wilderness into the late game
 
Would be cool with a couple more options like:
*One settler per era (slower expansion).
*Better start (more resources near starting point).
*Half AC.
*World sinking (slowly shores converts to sea all over the world).
*Fog (slowly edges of explored map converts to fog of war, slower with writing and map making).
*No Stability (chance for cities to convert to barbarian and near civs).
 
i recon the first 3 would be doable, the last 3 would be a lot tougher (stability could represent increased chance of cultural flip further away from capital?)

i'd like those options though, i would def. use em :)
 
The wintery start sounds brilliant. I've always wanted to see a game where the geography changes, and this is most definately a step in the right direction.

Now if only I could download it! Gah, damnable intermaweb!
 
I'd guess Kuriotates become a bit overpowered with no settler option in .30 since sprawling is re-implemented.

City of Thousand Slums becomes a powerful wonder to get also.
 
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