Valkrionn
The Hamster King
Many thanx for this mod! I'm using it as my new standard, combined with Kaels Queen of the Iceni (for the large single unit graphics).
Production and research are now balanced much better, lots more fun than Vanilla!
The only issue I have is the annoying building queue, which you're already working on, I see. And I'm really looking forward to the new resource display. Will it also show which civ I'm trading a resource with and, even more important, who will trade a certain resource? This feature from Civ4 is what I'm missing most - as is now, I have to check each civ manually to find who will trade for my surplus resource...
Not initially. The first version will just show what resources you have, how many are traded, and how many you gained from trade. Once that is working, I'll work on other tweaks to it.
Trying to figure out the damn tab interface.
First of all: i'm gonna love your mod, when the queue bug is fixed (TBH i dont even get what is special about that its just the basic queue (it seems to me) from CiV but enabled from the start and...wel...not working).
I've tried the other econ mods, the most i played with was the extra yields mod, and ive learnt a few things from that. First of all: King difficulty feels like immortal, especially if you dont go on a conquering spree right at the start, cause with extra food and gold + the AI cheats your enemies will be so friggin strong that you will be behind 15-20 techs by the industrial age. I have no problems whatsoever staying on top of the demographics in vanilla on king difficulty (uuntil one of the AI-s takes over a whole continent and has like 50-100 cities), but with just a little added gold (that mod gives 3G on TP-s) and food they take off. I've stopped most of my games around the renaissance, cause i was 10-12th in all areas every damn time.
What i want to say with this: do not increase food and gold yields any more in your mod, cause it will make the game friggin impossible on higher difficulties than prince. Especially that with the gazillion gold the AI-s amass they have research pacts left and right. But i think you are on the right track with your changes. (although i'm kidna getting the feeling that the only things that need a change from vanilla are resource yields and tech speed, both of which you seem to have nailed.
And pretty pls remove teh queue thingy until its fixed...i really wanna play your mod, but right now i just cant, it annoys me to tears
Actually, it allows you to queue things at the front of the queue, via a shift click, or wipe the queue and place just the new item via a ctrl-click.
I have no plans to increase base yields. I dislike that approach.
And the tech-queue will be improved.
I have downloaded this mod but yeah, the broken queue thingo has stopped me from trying. Wish we could remove it.
Sorry to hear that. As I said, next version will have it improved.
Great job!
is it possible to get the source files to make changes myself?
Sure! Go into your My Documents/My Games/Civ5/MODS/Economy Mod. All the source files come with the mod.
Oh.
This mod is exactly (well, close enough) what I just requested in another thread. Awesome.
However, I thought technology rate is just fine in Vanilla version of the game. However, what I didn't like of, was the production speed of units and buildings.
With this mod the early game is just plainly boring. You can just sit around and click next turn as you wait that your workers can actually do something. This mod, I'm trying to be honest here, cures the production problem, but replaces it with a tech problem.
For my taste technology rate should be decreased back to its Vanilla form. Otherwise things look fairly good. But there are still a lot of players who enjoy fast games. Maybe some other mod is meant to please us. But anyway, great job here.
Keep up the good work.
That likely won't happen. I'll be adding things to improve that early game (which I do recognize), but will not reduce techs.
Let me explain my reasoning. I had no real issues with production as it was. At all. My issues were with techs; They were going by so fast that you could skip ever building some units! I hated that.
I can not just reduce reduce build speeds, as then you'd be flooded with units and have difficulty coordinating them. So I had to use a mix; Reduced costs, and increased tech costs. I may tweak the exact numbers a bit, but I will not reverse that change; It does exactly what I want, which is make each unit relevant, provide time for you to play each era fully.