DOC Quality Mod Compilation

Monday July 2nd 2018
Brought over or adapted more changes that proved themselves to be of a high quality in CMC
  • Zoroastrianism does not block Pagan buildings
  • Newly acquired cities contain all buildings a newly build one would
  • Building a city on a choppable tile grants chopping production
  • Espionage always yields at least 1 XP for Spies
  • Conquered cities gain all buildings that a newly settled city would have
  • Cities do not have a minimum yield, but instead add 1 Food, Production and Commerce to their Tile. This means Deserts are no longer the optimal city location
  • Halved the turn penalty from builds that require Bloomery.
  • Khmer rainforest farms are built 25% faster
  • Units that can move through Ocean move through Coast at the same speed
  • The Maghreb is considered to be a separate continent from Europe to ensure that Carthage will no longer build the Autobahn
  • Added support for Specialist Health from Buildings
 
1SDAN, Could you make a change to the Limited Resourses Effects in your own modmod? How about to make resourses provided to the cities that have larger popolation at first? Now there are many resourses waste in cities that not so big. For example, in 1700ad scenerio, all resourses are provided to Xi'an with 8 pops, on the same time, Guangzhou with 10 pops doesn't get enough resourses and is unhappy.
 
1SDAN, Could you make a change to the Limited Resourses Effects in your own modmod? How about to make resourses provided to the cities that have larger popolation at first? Now there are many resourses waste in cities that not so big. For example, in 1700ad scenerio, all resourses are provided to Xi'an with 8 pops, on the same time, Guangzhou with 10 pops doesn't get enough resourses and is unhappy.
I'll look into implementing this.
 
Somehow Ottomans and Turks have the same unique power of Orda.
Well that's not good. Guess I was a bit too hasty in merging the new DoC version. Good catch! I'm a little busy atm but will get working on it come morning.

I'm also going to work on changing resource priority from Culture to Population as suggested by @soul-breathing, though I'll probably put that into a separate testing branch and see which method players prefer.
 
Hotfix: Ottoman identifier was erroneously kept as TUR, which lead to their UP being incorrectly labeled as that of the Turks. This was purely a UP text issue and from what I can tell did not actually affect their UP. Their identifier is now OTT as it should be.
 
I've looked into the amount of coding that would be required to implement @soul-breathing's suggestion, and have found that there's way too many adjustments needed to be made. Combined with the fact that there's another mechanic named culture rank in the code, I feel that it would take far too long to implement this in a way that would be of acceptable quality, and even then it would create further issues should DoC tie it into more features in the future.
 
And now I can't start 600 AD scenario...
 

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It's a Github error.
 
Gonna say, i like the way you did in this version. Because the last mod's mechanics were...


i'll be blunt, they were Ass Eight Ei Tee
 
Gonna say, i like the way you did in this version. Because the last mod's mechanics were...


i'll be blunt, they were Ass Eight Ei Tee
Thank you, I feel the same way about the last mod. I implemented way too many half baked ideas, it was a real learning experience. I have a local version with the latest DOC changes, but I ran into an error in testing and am trying to figure out why it's happening.
 
More like i am using it. It's very good to always add more civs, altough they can be buggy sometimes. (Swahili's first UHV being bugged, Manchuria's not having a Republic name...)
What's happening with the Swahili UHV1?
 
What's happening with the Swahili UHV1?

The second turn the UHV1's check has a number overflow. It says a very large number out of/4000 but without completing the quest. I assume the check overflowed and i was like "So i guess i cant even do the Goal"
 
The second turn the UHV1's check has a number overflow. It says a very large number out of/4000 but without completing the quest. I assume the check overflowed and i was like "So i guess i cant even do the Goal"
IIRC according to @merijn_v1 this is purely graphical. It was reported a long while ago, I'm surprised it's not fixed yet.
 
What's your opinion on Republic?

I just realized that the +1 Food applies to settled Great People as well, and I'm afraid it might be OP. In learning that, it made me realize why Republic would be useful in DOC, but also provoked me to question if it's situationally OP. If I understand correctly, Food is supposed to be a finite resource for every city, with most coming from the terrain, a few buildings giving one or two, and only a few having modifiers on for it. Both DOC and QMC Republic are both civics that have the potential to give 5 food at the very least. I now understand DOC's punishing penalty on the civic.

This makes me wonder if I should add an exception to food from great people. Obviously I'd have to rework the text to reflect that great people don't get the bonus, but overall it seems like it'd be an easy change. As always the issue isn't making the change but justifying it. (I am going to be justifying the change compared to DOC's republic, as I'm starting to feel it's the more balanced of the two)

  • As stated previously, giving Food to Great People creates a situation where players can snowball out of Food-related control the longer they last, leading to a situation where having the food required to grow is a non-issue. Adding a Food penalty to land tiles creates a required number of settled GP before players start to benefit.
  • Republic makes the Settling of Great People a no brainer, as the extra food means they just gained half a citizen. Population is one of the greatest resources in the game, and free Food on top of the great benefits of a settled Great Person is very powerful.
Thoughts?
 
Hi, I wasnt playing for a few months, but I downloaded QMC this week. I like it, the changes are good mostly. I agree with you that Republic is too strong now. DOC penalties to food production in Republic (farms, cottages, plantations) are better and make sense.
Perhaps the settled Great People shouldnt give food? We shouldnt settle them for food but for the other benefits.
 
Friday July 20th 2018
Merged latest DOC, nerfed Republic (Great People do not gain it's +1 food), and fixed various errors
I've been thinking about Polynesia's AI recently, and I'm starting to wonder how much effort it would take to make the AI take sea bridges into consideration when settling cities. I'm currently thinking about calculating the value for each land tile upon starting a game. IIRC there are no events which turn coast to ocean nor land to sea, so such an implementation should be possible. Should this approach prove effective, the most glaring issue of their AI would finally be able to be fixed without requiring a scripting of settlements.

Likewise, instead of increasing the value of Citizens solely for Polynesia, I could make them more valuable in low production cities not running Despotism.
 
You're boring.
I was thinking of that and hoping that you would never nerf that since how OP it is
 
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