DOC Quality Mod Compilation

I recently thought of this post by Leoreth in the Limited Resources thread:
Yeah. Honestly adding unhealth to villages etc. was just another attempt to balance overabundance of health in the game. Now that resource health has been severely limited, it may be better to remove it again.

One primary concern in implementing this is what role Public Transport and Park will play, as brought up by Hospital:
The Public Transportation and Park would be rendered useless in this case, though. What will happen to them, if ever?

I'm thinking:
  • Parks: +1 Health +1 :) per 20% :culture:
  • Estate: Remove +1 :) per 20% :culture: (Estate is already really good)
  • Public Transport: +1 Engineer +2 :health: with Oil
  • Industrial Park: Reduce engineer slots from 2 to 1
I have half a mind to give Railway Station a similar effect to industrial park: +15% :gold: from Coal, +15% :gold: from Oil. Railroad Station currently rewards not owning coal or oil, which seems to be the opposite of it's thematic suggestion.
(Railroad Station is basically Industrial Park... How did it take me this long to realize that?)

I was deliberating +1 :health: with Oil on Public Transport and +10% :gold: from Coal, Oil on Railway Station instead, but could not decide which value would be better and decided to show the higher values in the idea.

Thoughts?
 
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Friday July 20th 2018
Merged latest DOC, nerfed Republic (Great People do not gain it's +1 food), and fixed various errors

Thanks a lot, the update helped me to overcome the CTD I met yesterday (too asleep to report). I see the new message in F3 screen that the Great People shouldn't get the +1 food.
But I got a Great Engineer born now, I see the tooltip still gives him +1 food and when settling he indeed gets the +1.
Strange, the same happens when abandoning Republic and taking some other civic... all specialists do not produce any food then, only the settled Great Engineer still does :).
Should I start over with a new game? This was started with the previous build (downloaded this week).
 

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  • Petr AD-1250 Turn 378.CivBeyondSwordSave
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Thanks a lot, the update helped me to overcome the CTD I met yesterday (too asleep to report). I see the new message in F3 screen that the Great People shouldn't get the +1 food.
But I got a Great Engineer born now, I see the tooltip still gives him +1 food and when settling he indeed gets the +1.
Strange, the same happens when abandoning Republic and taking some other civic... all specialists do not produce any food then, only the settled Great Engineer still does :).
Should I start over with a new game? This was started with the previous build (downloaded this week).
I am incredibly sorry but it seems that the way I went about implementing this change broke save game compatibility.
 
IIRC according to @merijn_v1 this is purely graphical. It was reported a long while ago, I'm surprised it's not fixed yet.

IIRC, I fixed it already quite a while ago.
 
Um, I was just playing as Poland, and Mongolia was willing to give away all of their extra luxuries for free. They did charge for health bonuses tho.

@Leoreth How would I go about trying to fix this?
 
Kick back the problem to me.
 
Created a new Test Branch for features that aren't yet confirmed to be fully balanced.

Download: https://github.com/earthcrafterman/Dawn-of-Civilization/tree/QMC_Test

The Cottage improvement line no longer gives Unhealth

  • Park: -50 cost, removed Health from Village, Town, added +1 Health, added +1 Happiness per 20% Culture, Growth Flavor reduced from 8 to 4
  • Public Transportation: Removed Health from Town, added +2 Health from Oil, added 1 Engineer slot
  • Industrial Park: Engineer Slots reduced from 2 to 1, Growth flavor reduced from 10 to 2, added Production Flavor of 2
  • Railway Station: Removed 25% Commerce Modifier, added 15% Commerce Modifier from Coal, Oil
  • Estate: Removed +1 Happiness per 20% Culture
I have no idea what I'm doing with these flavors and building costs, I'm primarily just giving them values from similar buildings and making poor attempts to calculate the cost and flavor value of their effects.
Kick back the problem to me.
I have the save, but it's a QMC save. I haven't touched any of the trade code as far as I'm aware.
 

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  • Free Mongolian Luxuries.CivBeyondSwordSave
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I can't do anything with incompatible saves unfortunately.
 
What is everyone's thoughts on Elective? I've been debating with myself on whether 2 :food: per pasture is too much, and if 1 would be more balanced.
 
Test Branch Hotfix: Removed Culture Happiness from Estate UBs
 
Merged latest AllCivs

Test Branch: Fiddled with the balance of Civics a bit.
  • Republic: Added +100% Number of Cities Maintenance.
  • Elective: Reduced Food from Pastures from 2 to 1.
 
Fixed an oversight in the code where the positions of Minutemen and Karolin in Consts.py and CIV4UnitInfos.xml is inverted, leading to America spawning with Karolins.
 
Playing as Babylon on Monarch. The event which causes Turkestan to invade in 1150 is crashing my game. I see some sort of error message when the event happens but it's too fast.
 
Playing as Babylon on Monarch. The event which causes Turkestan to invade in 1150 is crashing my game. I see some sort of error message when the event happens but it's too fast.
May I have a save from before the crash?
 
May I have a save from before the crash?

duh! my bad here ya go

EDIT please see save below instead, this one crashes on load
 

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  • Hammurabi AD-1150 Turn 236.CivBeyondSwordSave
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