Earth 2014

I don't know how I would even model a country being the strongest economic power on the globe while having a looming (but not immediate) debt crisis.

You know, I would never imagine me saying kind words about civ 5 vs. civ 4, but civ 5 allows you to have high GDP while running negative in gold, in principle, because we have no sliders. GDP is sum of food, gold, science, production and culture (perhaps even tourism?). It is perfectly possible to have big surplus in every category except for gold. More costly units, perhaps? Or simply negative starting treasury? For our civ 4 game I gave all the countries accurate starting gold proportional to national debt, but game mechanics balances books after 2 turns.

The looming nature is less important while showing that country has some money problems is pretty necessary for many countries.

N. Korea definitely needs more units by the way.

Oh yeah, another difficult request -- is there any way to make Helicopters to enter Coast tiles?
 
After the update I can no longer load the mod because you have explicitly indicated the need for Korea DLC. Perhaps you could leave it in description while avoiding indication of dependancies in steam upload process...
 
There are two Akula subs ( some confusion with translations I guess ). One is named by NATO as Akula and another calls Akula by Russians but classified as Typhoon for NATO. American Akula ( your 3d model ) carriers no nukes. Typhoon carries huge amount of nukes :)))

Oh, and another thing is may be it's reasonable to remove some old units with the modern one? Fir example Russia doesn't need Cossacks for this scenario. It could be replaced with something else.

That would explain conflicting sources about the Akula. I think I'll just fudge the details and leave it as is. I think I may go with your suggestion of removing the obsolete units, so that more of the new units will show up on the civ selection screen. No replacements should be needed, though, as a lot of the civs showing old units have many new UUs that just aren't showing up (the US has a total of 7 UUs, obsolete units included). All UUs and UBs do show up on the appropriate civilopedia screens.

You know, I would never imagine me saying kind words about civ 5 vs. civ 4, but civ 5 allows you to have high GDP while running negative in gold, in principle, because we have no sliders. GDP is sum of food, gold, science, production and culture (perhaps even tourism?). It is perfectly possible to have big surplus in every category except for gold. More costly units, perhaps? Or simply negative starting treasury? For our civ 4 game I gave all the countries accurate starting gold proportional to national debt, but game mechanics balances books after 2 turns.

The looming nature is less important while showing that country has some money problems is pretty necessary for many countries.

N. Korea definitely needs more units by the way.

Oh yeah, another difficult request -- is there any way to make Helicopters to enter Coast tiles?

Interesting. I hadn't considered that about the in-game GDP. The only problem with a negative treasury is that instead of racking up debt that has to be repaid the game will immediately start disbanding units, which I think would cut down on the fun. I think for gameplay purposes I'll probably just be leaving monetary things as-is.

Helicopters flying over the coasts is a difficult request. I don't even remember knowing how to do that in Civ4, and I definitely don't know how to mod that in Civ5. Plus, I don't know how well that would work with 1UPT.

After the update I can no longer load the mod because you have explicitly indicated the need for Korea DLC. Perhaps you could leave it in description while avoiding indication of dependancies in steam upload process...

My new update added more dependencies on the Korea DLC (since I enabled leader music), so I thought to cut down on people trying to play the game and having it crash (not everyone bothers to read stuff like you do), I'd add explicit dependencies in the code. My oversight was forgetting to put the updated Korea fix on this thread. I'm adding it to this post. I still haven't figured out why the new UA isn't working right in that patch (all the code looks right to me), but everything else should be fine.

EDIT: "Korea Fix" file moved to opening post of this thread.
 
Yes, it loads just fine for me.

Important area to review is World's population. Israel, for example, starts with 6 citizens, which will never enable them to be a robust country like they are. Some uniform formula needs to be adopted with regards of "in-scale" world population.

S. Korea get 1 science per citizen plus additional 1 science per citizen. How about you give them 2 additional science instead? That might work for every user...
 
Good to hear that it loads with the patch. I didn't bother to develop a formula for populations because I created the map in somewhat of an iterative process, and I sometimes considered the city's importance and the population of the surrounding area when deciding on the size to make it. The city's are all roughly proportionate, but improvements could be made here and there. I may increase the population of Jerusalem in the future to address your concern. As for Korea, I'll check into doing that and update the patch sometime in the next few days. At the moment I'm taking a short break from improving the 2014 mod and working on some little side mods.
 
Side mods? Can we have sneak preview? :)

I like what you did with religions. Most beliefs are assigned to the appropriate faiths. Feed the world and fertility could have swap their faiths though.

Military city states will gift you very archaic units. I think we should address that.

I know space is very limited in middle east but having no Baghdad even on the Huge map feels so wrong on so many counts. Israel borders with Iran :crazyeye:, no Iraq, etc. Cairo should not be USA's ally, Baghdad should, because now you need to anger USA in case you want to attack Cairo...

FInally, have you seen Corporation mod? I have loaded it together with yours and it works very interestingly together, except that civs need to discover new Industrial Age tech called Corporation before they build corresponding wonder. Some Social Policies affect how Corporation spreads, making Freedom very profitable, for example. Perhaps we could merge?
 
Side mods? Can we have sneak preview? :)

I like what you did with religions. Most beliefs are assigned to the appropriate faiths. Feed the world and fertility could have swap their faiths though.

Military city states will gift you very archaic units. I think we should address that.

I know space is very limited in middle east but having no Baghdad even on the Huge map feels so wrong on so many counts. Israel borders with Iran :crazyeye:, no Iraq, etc. Cairo should not be USA's ally, Baghdad should, because now you need to anger USA in case you want to attack Cairo...

FInally, have you seen Corporation mod? I have loaded it together with yours and it works very interestingly together, except that civs need to discover new Industrial Age tech called Corporation before they build corresponding wonder. Some Social Policies affect how Corporation spreads, making Freedom very profitable, for example. Perhaps we could merge?

My side mods are Constantine as a leader (someone requested it and I was interested in working on it) and a mod that expands the Mercenary Army policy in the Commerce tree to provide more units for purchase so that it will have more relevance beyond the Medieval era. The first of those two was finished today when Viregel completed the leaderscreen (the link goes to the download), and the second one is still in progress.

Thanks. While as concepts it would be possible to switch those two beliefs you mentioned, they are actually in two different belief categories and so cannot be interchanged. I'm including my reference table for the in-scenario religions below:
Spoiler :
Pantheon Founder Follower 1 Follower 2 Enhancer
Catholicism Fertility Rites Papal Primacy Cathedrals Choral Music Holy Order
Protestantism God of Craftsmen Tithe Religious Center Religious Community Itinerant Preachers
Orthodoxy God-King Church Property Monasteries Liturgical Drama Religious Unity
Islam God of War Pilgrimage Mosques Divine Inspiration Defender of the Faith
Hinduism Sacred Waters Interfaith Dialogue Guruship Peace Gardens Messiah
Taoism Ancestor Worship Initiation Rites Pagodas Feed the World Reliquary
Shinto Goddess of Protection Ceremonial Burial Asceticism Swords into Plowshears Just War

Buddhism One with Nature Peace Loving Holy Warriors Religious Art Missionary Zeal
Judaism Messenger of the Gods World Church Synagogues* Divine Covenant* Religious Texts

I will look into the Militaristic City State thing and see if I can fix it.

I don't think Baghdad will fit. I'll check it again to make sure. I'll also check to see if I set Cairo as a US ally or if that's just something the AI is doing once the game starts. I only intended the US to start allied with Taipei and Jerusalem (if it is a City-State).

I haven't tried the corporation mod yet. I'll check it out sometime.
 
I only played 6 turns as U.S, but I love it! Was dissappointed that I couldn't play without the Korea DLC until I dug through the thread.

A few suggesstions:
-Singapore as a city state, very rich if you could
-To mirror the war in Afghanistan, have the U.S. and Kabul close allies, with a very weak Kabul, two or three U.S. units, but lots of Barbarian Infantry units and some camps. A few over the border in Pakistan for soem extra point.
-For Somalia, have a lot of Barbarians and nothing for the city of Mogadishu. Lots galleys/mods in a pirate unit maybe?
-U.S. and Britain should be close to reflect their "special relationship". Maybe the same with Canada?

EDIT:
-Maybe add in an improvement, like "Highway System" as a national wonder and/or "Advanced infrastructure" that take up an oil resource but are very valuable economically. That way countries will always need some extra oil, creating an international oil trade.
-Maybe some more techs?

If you need help with civilopedia entries I'd be happy to help, since I have no modding capabilities whatsoever (both lack of skill and respurces) I could at least help you in that regard if you need it.
 
I only played 6 turns as U.S, but I love it! Was dissappointed that I couldn't play without the Korea DLC until I dug through the thread.

A few suggesstions:
-Singapore as a city state, very rich if you could
-To mirror the war in Afghanistan, have the U.S. and Kabul close allies, with a very weak Kabul, two or three U.S. units, but lots of Barbarian Infantry units and some camps. A few over the border in Pakistan for soem extra point.
-For Somalia, have a lot of Barbarians and nothing for the city of Mogadishu. Lots galleys/mods in a pirate unit maybe?
-U.S. and Britain should be close to reflect their "special relationship". Maybe the same with Canada?

EDIT:
-Maybe add in an improvement, like "Highway System" as a national wonder and/or "Advanced infrastructure" that take up an oil resource but are very valuable economically. That way countries will always need some extra oil, creating an international oil trade.
-Maybe some more techs?

If you need help with civilopedia entries I'd be happy to help, since I have no modding capabilities whatsoever (both lack of skill and respurces) I could at least help you in that regard if you need it.

Glad you like it, and thanks for the feedback. To address the issues you raised:
-City-states like Singapore and Baghdad are not present because there is a bug with city-states added using world-builder. This means that all city-states have to be founded after the map loads, which means they must obey the city spacing rules. Some city-states unfortunately did not fit and had to be omitted.
-I may add some barbarians for flavor, but no camps. You can't have a camp within other countries territory, and I don't want to leave holes.
-All NATO countries have a defensive pact from the get-go, so that provides some of what you want. Actually giving the civs diplo modifiers would take a bit more work, since that is not something that can easily be done in the world-builder, but it is something I've thought about and may eventually implement.
-New improvements that are not similar to existing improvements would need new 3D models, something I cannot do. Further, I don't think you can easily make buildings or improvements dependent on resources, so that is out of the question.
-I'm open to adding a few more techs, but I would need a good reason: new buildings, units, or functionalities. Currently I don't feel that any of these are all that necessary, but if I change my mind I'll add things.
 
Only turn 22 as the U.S. So far everyone hates me because I invaded Cuba/Havanna to make up for my Aluminum deficit. China/Saudi Arabia/Iran invaded Israel and it is destroyed, but now everyone has denounced and wants to kill Saudi Arabia.

-New improvements that are not similar to existing improvements would need new 3D models, something I cannot do. Further, I don't think you can easily make buildings or improvements dependent on resources, so that is out of the question.

My mistake, I meant buildings. Still may fall with the same problem with resources, but it's different than improvements, obviously.

Are you considering in adding other mods (made by others) to expand the tech tree and add new features? I'd try to add it in myself but I have very little skill. Going to try a variety of them tomorrow.
 
My mistake, I meant buildings. Still may fall with the same problem with resources, but it's different than improvements, obviously.

Are you considering in adding other mods (made by others) to expand the tech tree and add new features? I'd try to add it in myself but I have very little skill. Going to try a variety of them tomorrow.

My mistake when I included buildings in my list of things that can't require resources...they obviously can, since the factory does. I would still need a good reason to add a building like that, and as of yet I don't have one. Your highway system suggestion is an interesting idea, but many of the civs already make lots of money and so an economic boost doesn't really seem like it is necessary to the mod.

At this point I am not planning on expanding the tech tree. I don't want to get the mod into sci-fi area (at least not more so than it already is, what with the nuclear fusion plant and renamed x-com unit), and I can't think of any additional techs that are really a must-have for the mod. If you could give me the names of those other mods you were talking about, I'll give them a look and see if they have anything I'd like or that would inspire me to make changes to the tech tree.
 
2. USA should be on negative a gazillion gpt (reflecting the huuge US debt , 103 % of GDP)
This would require USA to focus on getting it's economy back on track in the beginning of the game, making them less powerful. Maybe thru a higher unit maintanance (they have a large professional army that gets paid all the time, unlike many other countries with military duty)

I do not really think that public debt can be modeled through negative gpt. The economy just doesn't work that way.

I remind you that that the US is still the largest economy in the world. Japan has an even higher debt-to-GDP ratio - a staggering 237% of GDP. Yet it is still the third largest economy in the world.
 
Those without Korean DLC -- do they need to download patch after every update you commit? :( I cannot even load the mod now.
 
Those without Korean DLC -- do they need to download patch after every update you commit? :( I cannot even load the mod now.

Yes, you will have to download and install the patch every time I update the mod (which won't be too frequently; the last time was like a week ago I think). I know it is inconvenient, but since I don't plan on removing the DLC dependency from my mod (I like being able to use as many pre-made assets as I can), that's the way it has to be. The patch has been moved to the first post of this thread, btw, so that it will remain in a consistent place (and I can easily link to it from my Steam posting).
 
S.Korea UA bug proves to be very persistent even if one uses patch. Still no +2 science.

I was very happy to see that we can now build workers, but settlers can prove to be a bad idea. Each city in 2014 represents MAJOR population centers (sometimes even entire countries), we cannot expect a new one being created in the next 10 -20 years.
 
S.Korea UA bug proves to be very persistent even if one uses patch. Still no +2 science.

I was very happy to see that we can now build workers, but settlers can prove to be a bad idea. Each city in 2014 represents MAJOR population centers (sometimes even entire countries), we cannot expect a new one being created in the next 10 -20 years.

Hmm, I'll have to give the Korea patch yet another look then. As for the settlers thing, I'll remove them next time I update. You're right that it doesn't make sense to have settlers founding cities at the present time, but when I first released the mod I didn't want to mess with the hassle of removing settlers when it was easier to just paint all the land with territory ownership to keep the AI from settling many new cities. Since the release I've already taken care of a few of the things that would impede removing settlers, so I'll just go ahead and cut them out altogether now.
 
awesome scenario has awesome things happen like China forming an alliance with Venezuela etc. now not to take attention from your great work, or to be an a-hole,or sound like one, or advertise my map or nothing like that, i want to say i have worked very existentially on this Earth map that i think would be worth giving a look if you plan on making another build of this scenario.

http://forums.civfanatics.com/downloads.php?do=file&id=21933
 
awesome scenario has awesome things happen like China forming an alliance with Venezuela etc. now not to take attention from your great work, or to be an a-hole,or sound like one, or advertise my map or nothing like that, i want to say i have worked very existentially on this Earth map that i think would be worth giving a look if you plan on making another build of this scenario.

http://forums.civfanatics.com/downloads.php?do=file&id=21933

Glad you're enjoying my scenario. That's a nice looking map you made, but I probably won't be making another size for my scenario. As you know (being a mapmaker), it takes quite a while to make these things, and I'm content with the two sizes I have now.
 
What about to replacing of civ North Korea by civ Ukraine in the Huge world map # 2?

I can help to add this civ.

I think it will be 2 UU for Ukraine: Mi-8MSB-V(ukrainian modaification of Mi-8) (this model is ready) and T-84 (modern tank) (I can to do reskin of this model)
 
Eventually I may make a third huge map with two new civs in the rotation slots (filled by Egypt/Nigeria on map 1 and Israel/North Korea on map 2), but that won't be happening for a little while. I'll also make a poll to see what two civs people want before I do that, and if Ukraine is chosen I'll definitely get in touch with you to help make it.

If anyone reading this wants to suggest civs, feel free to leave a comment in this thread. I'll be looking at this thread and the comments on Steam to see what is in high demand before making the poll.
 
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