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Economy Mod

Discussion in 'Civ5 - Modpacks' started by Valkrionn, Sep 29, 2010.

  1. Valkrionn

    Valkrionn The Hamster King

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    Doubtful that I'd have people start with one; Get one fast enough as is when it starts. I also don't really like the idea of forcing people to use it; Yes, it could be considered an exploit. Or it could be considered a strategy, one which costs the use of early policies in return for later use of others. ;)

    Lowered costs but six paths, on the other hand, could happen; I've considered it. Will HAVE to happen with a different mod I have planned (which will be compatible but not included with this one).

    On the queue: Yes, that's what I'm planning to look at. Only said "I don't know" because I haven't checked yet. ;)

    I wouldn't expect you to. But you've been in #erebus while I was talking about fixing it. And even replied to it. :lol:

    Not until I release, no.
     
  2. Marquoz

    Marquoz Chieftain

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    Please release soon, Valk! I can't wait for your changes. Well, I suppose I can, but I don't want to.
     
  3. Valkrionn

    Valkrionn The Hamster King

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    Hopefully tonight; Got floored by a bad cold :)):):):) Florida. Went from 70 to 40 in one day?!?) and have a test. After today though I have no class till Monday, so will be working on it tomorrow.
     
  4. Feyd Rautha

    Feyd Rautha Prince

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    I'm generally tech-savvy, but I have no mind for code. Thank you for your hard work on this and if you need a tester I'm more than willing (although I'm not that strong of a player).
     
  5. Stalker0

    Stalker0 Baller Magnus

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    Another option is to increase the cost of the utopia project. That gives you a lot more granular control than adding a 6th path.
     
  6. darkedone02

    darkedone02 The Suggestor

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    has an update released? i wonder if mod browser actually allow the mod to auto-update mods. If so, I can't tell if the mod has recently updated.
     
  7. PibbZ

    PibbZ Paladin

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    I've been planning my own mod and started fiddeling around with some numbers (increased wealth efficiency, improved engineer specialist production and stuff like that). Good to see you decided to settle with the same numbers, my ideas cant be "too far off" when it comes to balance then :D
    Great job!
     
  8. TheDisco

    TheDisco Warlord

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    I have a request as I like your mad mod skills and you seem to be one of the early and active modders here, and so I plan on using your balance changes as my base mod for now :goodjob:

    My request is that when you release a new update could you also provide your suggested recommendations on:

    1) Other mods to use with your mod. From what I gather so far your mod won't work with many of the other "balance" type mods which is fine since that makes sense. But I would like to perhaps add ActiveCityDefense mod as well as Emigration mod plus maybe some others, but I'd really like your opinion on what mods you think would fit well and won't have any conflicts

    2) What game speed, size, and # civs/city-states are what you test with, as I want to ensure I'm not messing up the intended balance by playing an untested size/speed

    Thanks and I can't wait unitl the cohesive modpacks start to appear! There are a lot of great modders out there like yourself (and MAJOR kudos to the RoM guys as well). :goodjob::goodjob:
     
  9. Valkrionn

    Valkrionn The Hamster King

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    Not just yet... Sick as a dog atm. I'm going to try and get it out today.

    :goodjob:

    Sure, can answer now actually. ;)

    1. I am definitely planning on doing so. The three I've noticed so far:
      • ActiveCityDefense
      • Emigration
      • TreeGrowth
    2. I test with Normal, Duel, standard numbers, but that's just to make sure things are working in the game. :p When I actually play, I'm on Marathon, Huge, 4 extra civs on Terra. Really, any settings should work.
    As soon as we get the DLL source, myself and the rest of the RifE team will be starting on Eden, a fantasy modpack (which will be entirely different from FfH; Breaking away for our own setting). ;)
     
  10. al-rashid

    al-rashid Chieftain

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    just wondering what are the recommended settings for this mod, atm im on standard pace prince level huge map 20 civs and 25 civ states, research seems to be possibly easier/quicker than vanilla once you get going 70 turns in or so.

    in general just finding the game really easy, and im not interested in playing higher difficulty modes really as ive heard it just gives the ai bonuses, i prefer to keep it a fairer playing field. im making about 80gpt researching 90 a turn no longer need to pump units out as already have tons, i no longer produce things out of necessity i could probably build everything available in my 9-10 cities, btw i havent taken over anywhere just expanded slowly with setlers got 2 city states.

    on demographics im 1st on everything except approval playing as america btw. does this mod just give the player these changes or are they in effect for the ai as well?
     
  11. Valkrionn

    Valkrionn The Hamster King

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    Absolutely everything done for the player affects the AI as well. You shouldn't really be finding it that much easier; I didn't really touch yields, aside from those of the bonus resources which will be losing what they gained. :p
     
  12. TheDisco

    TheDisco Warlord

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    I really would consider bumping up to King at least if you are having too easy of a time. It definately gives a little boost to the AI bonuses but you can still keep ahead even without any warmongering. I agree in principle as well that I'd like to play strictly on an even playing field but the AI just isn't there yet. Hopefully a good AI mod will come out that allows this at some point...
     
  13. Abremms

    Abremms Prince

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    i agree, king seems to be a bit of a sweet spot. for me anyways, I'm not gauranteed wonders, i get beat to them often enough, but i can still get them enough to be worth trying. at prince, i always out-tech the AI by at least a tier, on emperor the AI always out-techs me. king seems to stay fairly equal in tech.

    it would be nice to see the AI get maybe a little heavier combat bonuses, ot just better combat AI at king tho, that is still lacking. but between this Economy Mod, the Battle AI mod, and the simplified unit maintenance mod, the AI fields a pretty large army and doesn't use it THAT poorly.
     
  14. Feyd Rautha

    Feyd Rautha Prince

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    Wait what... simplified unit maintenance mod? Pls link... I'm one of the unlucky ones who still cannot use the mod browser (BTW is there any update on that)?
     
  15. Tarquelne

    Tarquelne Follower of Tytalus

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    Perhaps make the fish thing Salt Ponds and/or Brine Wells? Preservation of Fish was a really big deal. I think you could justify a pretty big bonus. Maybe even an empire-wide one via a National Wonder type thing. (Or a per-city one based on a separate Fishmonger/market building then available in each city? Could you have them give bonus food only when you've got Fish? Could Fish be treated something like a Strategic resource and allow X buildings to be built per Fish? So many questions. Maybe I'll get the game.)

    Anyhoo... Then give the extra farm yield effect to the Bakery? It think that's even easier to justify.

    Leatherworker vs. Hunting Lodge:

    I don't know what *you* get up to with leather goods, but I think a happy bonus would be more appropriate to the Hunting Lodge than the Leatherworker. The Lodge could give the populace access to a greater variety of foods, plus the fun of hunting for the rich and the fun of poaching for the poor. Outdoor fun for all, anyway. Picking mushrooms, say: There's a food treat for one and all. Plus it doesn't always have to be about gutting something.

    Leatherworkers are instrumental in the production of lots of tools and protective garments - not only of the sort you seem to have in mind - and IMO could easily justify a production bonus.

    EDIT:
    Plantation-building name: With the inherent unhappiness you're evoking the slave-based "Plantation System" of the antebellum American south,yes? So how about "Plantation House" or "Plantation Mansion"?

    I'd be a lot more enthused about the happiness hit - which seems like a good idea - if buildings could be destroyed. Or maybe just have Equal Rights destroy the Plantation building, or re-adjust the bonus/penalty? While it does make sense ER would cause more unhappiness with your Plantations, I think it makes even more sense that the Plantation is removed or the labor eased.

    You could have a sharecropping Building that causes unhappiness and converts Farmed food to gold, or gives a gold bonus based on food. ("Company Store" is pretty good, but should have a relatively late tech-req? "Land Office"? "Owner's Manor"?)
     
  16. Valkrionn

    Valkrionn The Hamster King

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    Don't have quite the capabilities of RifE or Wild Mana here yet. :p Can't really have a different bonus available in different cities.

    Not only can fish (and other food resources) be treated as strategic resources, that is EXACTLY what I'm doing. Most will have 2-3 resources on a plot, IIRC (set it up a few days ago :p).

    I may end up changing the fish bonus, in the process of implementing all the buildings now. Bakery is already in at 20% food stored and +1 :food:, with Brewery as +3 :) -2 :hammers:

    Actually, I was thinking luxury goods. Leather couches, boots, jackets, etc. Could just as easily be applied for work clothing as well, though, as you said, but I like having the hunting lodge make forests more productive. It's an effect that is otherwise not very evident, and more interesting IMO than just a flat production bonus (which I would have to do with the leatherworker, can't tie it to forests :p). So the happiness stays, as I have to have some kind of effect to make it not worthless later on, with the armor only applying to earlier units.

    Yes, that was Black_Imperator's idea with that one (He helped me come up with many of the effects on #erebus). Plantation House works for a name, will use it. ;)

    Hmm... Maybe instead of ER adding more unhappiness, I could have it remove the unhappiness from the building, but also reduce the yields?

    One thing to keep in mind: All of these buildings are maintenance free. Aside from the requirement of needing the resource, of course. ;)


    Edit: Also, the Sheep building is entirely changing; It will be much more awesome for some cities, less useful for others. ;)
     
  17. Marquoz

    Marquoz Chieftain

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    Dang. I saw you posted, Valk, and was sure it was to say the new mod was uploaded. Grumble grumble grumble. And don't you dare say "it'll be out tonight or tomorrow" like you've done all week! ;)
     
  18. Valkrionn

    Valkrionn The Hamster King

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    I'm working on it right now. ;)

    Sorry, meant to do it yesterday but ended up going to a poker game. On the bright side, I won some money in the process, which will pay for liquor tonight, so worth it overall. :lol:
     
  19. LDiCesare

    LDiCesare Deity

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    Although a good ideea, you're still off the mark.
    If instead of building wealth you build a worker and then sell it back, you gain more than 30%. Depending on the unit, you can gain up to 40% (I think it's with the landsknecht), and I didn't check all units.
    So Wealth should provide at least 40%. If you lowered unit production costs and their resale value didn't drop, then you must make wealth at least 50% to just come even with building units and then selling them back.
    Of course, selling units requires some time, but I think the micromanagement abuse shouldn't be encouraged.
     
  20. heinous_hat

    heinous_hat Prince

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    Building the 'change jar' improvement will also help with this after 10-15 turns or so. Try the laundry room tile, since that's where it tends to accumulate :)
     

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