rhammer640
Russian Monk
- Joined
- Aug 9, 2010
- Messages
- 386
i left a message for gazebo over on the CSD thread seeing if he wanted to join the discussion over here and to see if he would be interested in helping/had any good ideas to add to those above.
Agree this sounds great. You should talk to Gazebo - he hasn't done much with the mod recently, but I'm pretty sure he's open to more ideas like these.(IIRC, he also doesn't have much lua experience so he may need a hand with these kind of changes.)
EDIT - btw, Sneaks, did you get my PM?
I would strongly recommend against adding a requirement where you have to physically move diplomat units around to the Balance mod.
It would also be something that the AI would do an utterly terrible job of handling. The AI is bad enough about getting CS allies as it is. *Please* don't make it harder for them.

It's based on the Great Merchant code so the AI handles it fantastically well. I've been using CSD for some time now and it makes the game a lot more fun.
However, my decision to include a mod in TBC is based on one simple rule:
If "yes" I don't include the mod. If they are not separately compatible (typically only user interface mods), and I feel the mod is necessary for proper CiV gameplay, I include it. CSD is completely independently compatible... for now at least.
- Can the mod be installed separately from TBC and work okay?
This is why I've highly recommended the specialized barbarian units mod since like... October... but never included it in TBC. It's easier for people to customize the stuff they want to use this way.


@Txurce
Basically, I think citystate diplomacy already is optimized to work with TBC... not out of any extra effort on the part of either modder, just because CSD is data edits that are unrelated to the stuff I'm doing. I don't know of any potential issues, and have played with it for a while now.
@rhammer640
I don't even know if a points system is possible to be honest. I haven't looked at the voting system, because in-depth research into game mechanics like that usually takes a few hours and I haven't had the need to do so for anything yet. I think it's closely related enough to Gazebo's work it'd be appropriate for him to have the first shot at it.![]()
The added costs/time of CSD might warrant a slight re-buffing of CSs to increase their appeal.

If you want to make diplomatic victory harder, then I think the solution is to make the AI compete much more vigorously for city states in the late game, when the UN is built, or when one player has lots of them as allies.
And potentially to introduce a system so you can only make 1 city-state influence purchase per turn.
No need for creating an entirely new mechanic through physical on-map unit.
You did notice where I said 1-city-state influence purchase per turn, right?They way you do that is have the AI with the most gold, buy favor for the cheapest CS a few turns before the UN vote
Of course it matters, and the same principle doesn't apply. The main point of the mechanic change is to make is so that its hard to get enough CSs to win, because the more you acquire, the harder it gets to hold them, because everyone else starts bidding harder.I didn't see it, but it doesn't matter.
The same principle applies. Once you gather enough CSes to win, declare war on everyone and effectively lock out everyone from bribing CSes.
If you have enough city states and can prevent any of them from being conquered, then that still applies to basically every mechanic being discussed here.My post was more about the irony of it. You can declare war with everyone, and it guarantees your victory.
of the major civs. Or at least not more than 20% of them. This would make it a bit more of a challenge.
Can you add requirements to a victory condition anyway??

Regarding diplomacy, or more specific, city states, I don't like it being another factor using production. I do like the idea that instead of bribing you could also send in a diplomat.
But what I would love the most is a better quest system.
More diversity amongst quests and more quests (asked/given).
Researching a specific tech, providing them with a military unit, finding natural wonders.
Diplomatic victory could also require you not being at war with any of the major civs. Or at least not more than 20% of them. This would make it a bit more of a challenge.
Can you add requirements to a victory condition anyway??
The second one shouldn't be too hard, in theory at least... I do it by checking if some variable set by the DLC is nil. I have no clue how to check if a DLC exists from the xlm/sql side of things though, which can result in game crashes.![]()
Game.CheckDLC = {};
Game.CheckDLC.Babylon = false;
Game.CheckDLC.Spain = false;
Game.CheckDLC.Inca = false;
Game.CheckDLC.Polynesia = false;
if GameInfo.Civilizations["CIVILIZATION_BABYLON"] then
Modding.PerformActions("OnBabylon");
Game.CheckDLC.Babylon = true;
print("Babylon DLC Mods Loaded");
else
print("Babylon DLC Mods Not Loaded");
end
if GameInfo.Civilizations["CIVILIZATION_SPAIN"] then
Modding.PerformActions("OnSpain");
Game.CheckDLC.Spain = true;
print("Spain DLC Mods Loaded");
else
print("Spain DLC Mods Not Loaded");
end
if GameInfo.Civilizations["CIVILIZATION_INCA"] then
Modding.PerformActions("OnInca");
Game.CheckDLC.Inca = true;
print("Inca DLC Mods Loaded");
else
print("Inca DLC Mods Not Loaded");
end
if GameInfo.Civilizations["CIVILIZATION_POLYNESIA"] then
Modding.PerformActions("OnPolynesia");
Game.CheckDLC.Polynesia = true;
print("Polynesia DLC Mods Loaded");
else
print("Polynesia DLC Mods Not Loaded");
end