Economy Mod

Awesome Mod! I got a bit sick of being in Industrial at 1200 - 1300. Now I'm right at the time ( or maybe 30 years early max) but it doesn't seem the AI progresses as fast with the techs as I do, I guess its time to curb the difficulty up :)
 
i'd recommend adding a readme and stating which addon mods (eg luxury list) is included as-in (no changes) and which version, for example if you added say the luxury addon but had to change something it's not as easy to update as say if you just include it say v2 and a new version comes out it's simple enough to update it.

Planning to. ;)
 
eh, went to load my savegame that has your mod enabled and I got my first run time error:( I really want to be able to continue this game as it is going great so far, and my production city has 6 silver mines next to it.
 
Short idea: how about allowing two military units on city tiles with a castle?

oh, nice mod btw.
 
That works, yeah. ;) Easier to just delete it though.



Possible, but not via a flat modifier like I used. My tech adjustments took one line of sql. :lol:

It's possible with five lines of SQL. Add a WHERE and the era argument to each line, and a different modifier, going from 1.1 and ending with 1.65 or something.
 
It's possible with five lines of SQL. Add a WHERE and the era argument to each line, and a different modifier, going from 1.1 and ending with 1.65 or something.

I'm aware. I've even said so in a later post. Just not possible with a flat modifier on all techs, like I did. :p


All I had meant with that was that I did not change the balance between different techs; I adjusted them all together.
 
This looks good. ^^

I'll try it after I complete my Arabian game. :)
 
another thing you may want to look at changing:

Flood plains to 3 food so they are not just normal plains
 
I hope you can include some of these changes :

-link culture penalty to the amount of military units instead of cities

-diplomatic votes occur every x turns, the player with the most votes gets 1 diplo point. y diplopoints needed for diplo victory.

- buff buildings, maybe some wonders

thx in advance
 
I hope you can include some of these changes :

-link culture penalty to the amount of military units instead of cities

-diplomatic votes occur every x turns, the player with the most votes gets 1 diplo point. y diplopoints needed for diplo victory.

- buff buildings, maybe some wonders

thx in advance

  • Not going to happen, without DLL. Besides, I like the current implementation, thought I might modifiy it based on population.
  • Again, not without DLL.
  • Plan to look at them, but no specific plans yet.
 
Thx for the fast answer!

Oh well, to me it seems military victory is easier to achieve than the others. Are you considering making culture/diplo stronger?

Also i hate that a war monger can make diplo victory impossible by conquering the city states, can you do something about it?
 
Thx for the fast answer!

Oh well, to me it seems military victory is easier to achieve than the others. Are you considering making culture/diplo stronger?

Also i hate that a war monger can make diplo victory impossible by conquering the city states, can you do something about it?

Heh. I've won equally well with either cultural or conquest. Never won a diplo victory, though.

And it's possible. I'm not sure how they are set up, so it depends on what is open to me without the DLL.
 
So honored to chat with the master,

well about the diplomatic victory ,i think that the number of votes you need are 1/2 of all city states. If more than 50% of city states get annexed, you have to become militaristic yourself to free them.

Ah and since i get the chance to talk to you, is it possible to effectively improve the ai now, or is the DLL needed for that too? AI goes to war in my games, 100%. They even pity my army 3 turns into the game...

edit: hopefully i can take your time and let you answer me my last question : Why does civ5 process everything just when i end my turn and not while i do my turn? can it be changed?

Thx in adcance and sorry i am using up all your time.
 
So honored to chat with the master,

well about the diplomatic victory ,i think that the number of votes you need are 1/2 of all city states. If more than 50% of city states get annexed, you have to become militaristic yourself to free them.

Ah and since i get the chance to talk to you, is it possible to effectively improve the ai now, or is the DLL needed for that too? AI goes to war in my games, 100%. They even pity my army 3 turns into the game...

edit: hopefully i can take your time and let you answer me my last question : Why does civ5 process everything just when i end my turn and not while i do my turn? can it be changed?

Thx in adcance and sorry i am using up all your time.

Far from a master. :lol:


Yes, to win a diplo victory you often need to go to war to help your allies. However, that's actually fairly realistic.

AI likely needs DLL.

As in, units with standing orders don't move until after your turn? Not sure, but would take DLL to change.



Other news: Been working on some generic UI things. Here's one of them. :lol:

Rather than an xp bar, leaving you unaware of the stat, I reduced it to a standard text display. I personally far prefer it; I always have to mouse over the bar as it was. Had to move all the labels over a bit, to make sure there was room for the xp display, but looks good here. ;) Mousing over the display will show the unit's level.

XPDisplay.png
 
I just cant stop asking, is it possible to deactivate movement animation just like the fight animations? Sadly i only got a 3,2ghz right now so the game becomes unbearable slow later on.
 
I just cant stop asking, is it possible to deactivate movement animation just like the fight animations? Sadly i only got a 3,2ghz right now so the game becomes unbearable slow later on.

I'm not sure... I know there is an animation option in the Advanced start menu, but I think that's just combat.

I personally just play from the strategic view. I prefer it anyway. :lol:
 
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