Double Your Pleasure

Originally posted by Scot_free
As for why I'm posting, I've made some modifications to the techs in civilopedia.txt, adding links for the resources, as well as adding the resources that become available with certain techs (there were a few missing). So if DJ54 doesn't mind and/or hasn't changed this part of the file yet, I can upload it and save him (a little) time.
Why not just do it. I'm sure he would appreciate some help.
... Until then, you might consider getting rid of the S.A.'s attack, but maybe this is what you wanted, in which case my post is moot.
I have never used the S.A. myself. Something to try out, it seems :cool:
Oh yeah, THIS MOD ROCKS!! hehe, sorry, had to do that
No need to apologize for such a prefectly reasonable outburst :D
 
Originally posted by Scot_free
Hello, I'm new to these forums (posting at least), and I've dowloaded, played, and REALLY enjoyed this mod. Great job, everyone who's involved!

As for why I'm posting, I've made some modifications to the techs in civilopedia.txt, adding links for the resources, as well as adding the resources that become available with certain techs (there were a few missing). So if DJ54 doesn't mind and/or hasn't changed this part of the file yet, I can upload it and save him (a little) time.
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Hi Scot-Free, welcome to the board, and I'm glad you enjoy the mod! :goodjob:

Thanks for the offer, but I'm nearly done with the newest version of the civilopedia, which has been totally revamped and updated- and will be included in the next patch, I think. What is in the .84 patch is a fairly old one, lots of changes have been made in the last few days. But thank you for the kind offer, it is always appreicated. :goodjob: One can never have too many eyes :scan: looking. :) Again, Welcome!
 
@RobO re DJ54, I thought he might have already completed the civilopedia, so I didn't want him to have to check mine vs his and take even more time off his hands (well, I suppose he had enough free time in order to finish updating it, but anyway.......).
 
Isak:
Hmm... interesting.

Well then perhaps the chiefdom govt IS unbalanced, because at the moment, with a choice between chiefdom, despotism and even republic, I am definitely staying in chiefdom because, with 17 cities last time I checked (sprawled over a kind of crescent about one third or more the length of the huge minimap) it is the only way I can maintain the vast amounts of jaguar warriors needed to wage a decisive war on both my extended flanks. If I switch to any other govt, I lose at least 2/3 of my army, so I'm staying in chiefdom.

On the other hand, with this vast amount of units, I am finding it quite easy to beat my neighbours into submission (3 of them - I'm leaving the other 2 for later once I have caught up technologically, as they have lots of swordsmen and such and I don't want to pit my jaguar warriors against those). Mind you, that is probably all linked to the fact that I am on a huge map at emperor level, so that the only way I can get my tech is through bullying.

Most likely, if I was on a normal map I would already have wiped out a number of civs and stopped warring, and switched to despotism to grow. I guess it's probably linked to the fact that I'm still in my "war and expansion" phase rather than the "grow, build up and research" phase that comes afterwards....

I'll try this technique on a standard map sometime next week and let you know what happens.

Daniel
 
Oh, and I think that giving it 3 units per town would be too restrictive - even with 2 units it was totally impossible to actually DO anything, especially not war, which totally kills the possibility of early rush with jaguar warriors and other early units. However perhaps something like 4 or 5 units would do the trick.

Daniel
 
New idea, about the pop thing for missionaries. I think it's actually not necessarily a bad idea to force people to get out of chiefdom when they discover despotism, by slowing down their expansion, but how about giving them something for their money (or rather for the extra pop). Given the decreased importance of settlers in the later game, how about giving the missionary (and all settler units thereafter) "treat all terrain as roads"? I've never used settlers in war so maybe that would unbalance some warring techniques, but hopefully the effect would not be too huge. On the other hand, it would make the "ah ha, settlers now cost you an extra pop!" effect a bit more digestible...

Just a thought.

Daniel
 
Originally posted by KDan
Given the decreased importance of settlers in the later game, how about giving the missionary (and all settler units thereafter) "treat all terrain as roads"? I've never used settlers in war so maybe that would unbalance some warring techniques, but hopefully the effect would not be too huge. On the other hand, it would make the "ah ha, settlers now cost you an extra pop!" effect a bit more digestible...

With that implemented, Rangers would become rather useless :(
 
To the left of my one and only city (Washington), there's a Seal on a Coastal square. Problem is, when I compare that tile to any other Coastal Tile, they're both producing the same Food (2), Shields (0), and Commerce (2) :confused: . The tile-penalty is no more, so that can't be the problem... Attatched is the SAV file.

Regards,
Dingocat85
 
Dingocat85: I understand that it is easy to get confused with all the recent changes to Chiefdom, but the Tile Penalty is the "problem" - it is in effect under Chiefdom, and that is your current form of government :)
 
Hi all

one thing i have noticed is that the production of helicopters are not controlled by the govener. ie the govener is set not to produce any millitry units includeing air units, but helicopters are still built.
 
Dingocat - why... you would explore enemy territory with missionaries? Remember they come in a bit later than rangers... by the time you get missionaries, you've probably explored most of what you're going to explore... and rangers are a hell of a lot cheaper and don't cost 2 pops. And they can defend themselves too, and aren't such a big temptation for the computer to declare a war just to capture two workers...

Daniel
 
Just a thought... there are an awful lot of extra palaces in the mod... is that really necessary?

I think it IS necessary on a huge map, as the palace effect is not scaled up (or not scaled up enough) on huge maps, but on a normal map having 4 or 5 palaces just gets rid of corruption altogether... I think maybe that's a bit unbalanced, as huge empires *should* suffer from some corruption.

As I said, just a thought :-)

Daniel
 
There is no way to say "only allow this many palaces depending on map siz". They could however make seperate versions of the bic for each map size, but that is alot of extra work.

GIDustin
 
Yeah, that's what I thought too... as I said it was just a thought. Perhaps something new will turn up in the future that can be used to fix this. Otherwise, well, sod it. I like having a lot of palaces :-)

Daniel
 
KDan, you don't have to build them all ;)
One of the goals of this mod is to provide you with more improvements and wonders than you can build, so that you will have to choose.
 
Yeah but the in th previous monarch game I could have built them all easily, because I had a good bunch of cities where I had built practically all the improvements available, which gave me, in all those cities, truly massive production... and so I was outbuilding the AI (which doesn't build up its cities so much) completely, beating it to every wonder and tech... I didn't build the palaces because I felt that would be almost cheating... :-P

Daniel
 
Buenos Dias,

Just wanted to let everyone know I am back from Mexico. It may take me a while to respond to some of the comments as I start my new job today and expect to be rather busy for most of it. I will definitely be on later tonight.

KDan,

So you are saying that the AI is still not building up its industrial strength or is it building the production improvements and then just focussing on units after that?

Regarding too many Palaces: The Constitution will no longer act as an additional palace in the next version. I am considering other options to affect the later game as well.

thanks,
 
Hi

This is my first post so: I LOVE this mod!!! Thanx /

Im playing a game with small islands chains on a Huge Map. With island chains far apart, it means that if I want to colonize a new chain, I have to build a palace on that chain. Without these
palaces, it wouldnt be worth my while to try and expand beyond
the original 9 citys on my starting island.

(The Persians and Babalonians also got a LARGE island each, so they have about 40 cities each. Its expand or die.)

Couldn't it be possible to put a minimum distance between palaces? That way large maps can use palaces efficiently to cover the large distances involved, while smaller maps cant totally remove corruption?

dos

p.s. Did I say this mod kicks ass!? :love:
 
Hi there Kal-El! I posted some things on a previous addition, so I hope that you get time to see those as well. FOr today, there are the following:
Rocketry seems to have too advanced rockets. Might V1 or V2 rocktets be better there, and real rockets be left to space flight?
NO seeable link from gunpowder to chemistry
Big ben shows the number of shields incorrectly on the zoomed screen
Theology does not show that it leads to strategy
Irrigation flattens hills - is this intentional?

Just to blow my own trumpet, the rest of the things were on page 73 :D
 
Kal-El:
What I'm saying is that when I investigate cities later on in the game, I find that many of them (including the computer's capital city, most especially) have very few buildings. Definitely nothing compared to the vast amounts of stuff I have. Also, I have yet to see the AI build a wonder that requires several other buildings first. In fact, I have yet to see the AI manage to build a wonder in an age other than the medieval or antiquity. I seem to catch up around the beginning of the industrial age always and the AI has not yet built a single wonder after that. Not only that, but it tends to fall behind in tech more than I remembered.

All these signs on an emperor game where at least two of the AIs have very ample ground to build up on (they have areas as large as mine), seems to me to point towards the AI not building improvements enough, which would explain all those symptoms.

How can I have a look at the game to check my conclusion (that the AI is not at all keeping up with building improvements, which cripples it even more and turns into a vicious cycle where it's not building up and can't afford to anyway)?

Daniel
 
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