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Exploration Continued Expanded (Obsolete)

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I think Venice should gain extra gold from trade routes per each for colony they'll have... To represent the fact they established forts in order to guard their trade routes.
(To further this, they could also gain extra gold from plundering cities per each colony they have)
 
Question regarding Loyalty: I had a request to have Spies reduce Loyalty in a city to which they are assigned. However, isn't it so that you don't know if another civ is Spying on one of your cities? So this would result in a bit of a dilemma, I think, if you either are suddenly made aware (but can't act diplomatically) or if you're losing Loyalty for no apparent reason. So I think I'll have to ditch that idea. But I have implemented it so that you may see the Loyalty of a city that you are Spying on.
 
It makes detecting enemy spies easier.
Though I really doubt the AI would spy on a colony, unless its really big.
 
Question regarding Loyalty: I had a request to have Spies reduce Loyalty in a city to which they are assigned. However, isn't it so that you don't know if another civ is Spying on one of your cities? So this would result in a bit of a dilemma, I think, if you either are suddenly made aware (but can't act diplomatically) or if you're losing Loyalty for no apparent reason. So I think I'll have to ditch that idea. But I have implemented it so that you may see the Loyalty of a city that you are Spying on.

Yeah, I posted a request a while back in this thread in regards to spies being able to sponsor revolts in colonies and reduce loyalty. This was mostly because I thought it'd be a nice gameplay mechanic and would make spying more interesting, creating barbarian cities for powerful colonisers to deal with, rather than just copying their techs. That said, if an elegant solution cannot be found then it's no big deal, I'll be more than happy enough just to see C&C released again.
 
I think the only fair way to properly use spies to lower Colony Loyalty is if after a while (Say for every 15% of loyalty that the spy effects. That number could change) you get a little information pop up stating that "The populace has engaged in strikes/minor riots etc. We suspect that an Enemy spy is coercing our people. We recommend you place one of your own spies there, or build certain buildings".

Additionally (or alternatively), you could design it where when spies are sent to colonies, they have the option of being sent as a traditional Tech stealing spy, or as one to try and flip the city to your control (I can't think of an appropriate name for that kind of spy right now). Similar to how you get the Diplomat option when they're sent to the Capital.

But as Tranquil said, if the idea just isn't fair (and/or the AI doesn't use it properly) we can still be fine with what we have now.

I've just begun to realize that we need a game that blends Civ 5 and EU4 systems together :p
 
Any chance someone here can explain the whole "Claim" system here for me when Claims & Colonies are released? Anyways:

I think the only fair way to properly use spies to lower Colony Loyalty is if after a while (Say for every 15% of loyalty that the spy effects. That number could change) you get a little information pop up stating that "The populace has engaged in strikes/minor riots etc. We suspect that an Enemy spy is coercing our people. We recommend you place one of your own spies there, or build certain buildings".

Additionally (or alternatively), you could design it where when spies are sent to colonies, they have the option of being sent as a traditional Tech stealing spy, or as one to try and flip the city to your control (I can't think of an appropriate name for that kind of spy right now). Similar to how you get the Diplomat option when they're sent to the Capital.

Colonies are going to have some type of loyalty system I'm assuming if so this is kinda nifty as you have to be constant protection of your overseas territories being at threat essentially and could potentially serve to your benefit or dismay. I quite like this idea but as someone else previously stated this system could be troublesome for the AI as there basically "struggling" most of the time. Although I like the second idea being able to switch between counter-intelligence and tech stealing at the same time as you already get the upper-hand in case if repeated insurgency attempts are becoming persistent. Also is it possible that spies may "steal" yields from colonies or cities in some way? think about it most colonies were used for the extraction of valueable materials that would be sent back to thier owners for trade.

I've just begun to realize that we need a game that blends Civ 5 and EU4 systems together :p

I dont like EU4 constantly swithcing around gamespeeds and whatnot, I cant even get past 5 months without the Ottomans going "we hate you now die"
 
Any chance someone here can explain the whole "Claim" system here for me when Claims & Colonies are released?

I don't think it's been explained yet, other than the fact that it's integral to Sovereignty in some manner, or at least I don't recognise the name.

I've just begun to realize that we need a game that blends Civ 5 and EU4 systems together :p

My thoughts exactly, though JFD's mods do bring this a little closer.
 
It was Sookie's idea, though, with E&D.
 
I don't think it's been explained yet, other than the fact that it's integral to Sovereignty in some manner, or at least I don't recognise the name.

I basically takes some things from Sov. (and ITRD) and puts them in their own mod. It'll make Sov. easier to complete with these things out of the way.
 
Ok, yes, this may be my fault. Because of the way CBP handles the Trading Post, I simply delete Feathers (which requires it) from the database, which is, in general, pretty bad. Here is a quick hotfix to address the issue, and hopefully this resolves the CTDs. Sorry for not realizing this earlier.
Glad to hear we got to the bottom of that.
The feathers just want to be free :cry:
Perhaps when you are working on the next update you could change it to camps?
 
Not really. Camps have a specifically tailored graphic for the resource that they improve, which I obviously can't replicate, and so a Feathers Camp would be invisible. Trading Posts - as a largely non-resource improvement - have no such problem.
 
Hi JFD. With regard to the bug I mentioned when running ExCE with Community Balance Patch (post #963)...

I think what is happening is that the measure taken to remove CBP's explorer unit doesn't stop scouts from still being able to upgrade along that line. In fact, they are able to do so as soon as any tech is researched and at 0 cost. Thus, the large number of AI Explorers (the CBP version) running around early and eventually, Volley Gunners (same recon line).

To test, I changed prereqtech = null to obsoletetech = TECH_AGRICULTURE in your ExCE_modsupport file and it stopped the free upgrade and the misplaced Explorers. That solution looks like it might cause other problems with the tech tree though, so maybe you can take a look and come up with a better one.
 
Not really. Camps have a specifically tailored graphic for the resource that they improve, which I obviously can't replicate, and so a Feathers Camp would be invisible. Trading Posts - as a largely non-resource improvement - have no such problem.

Can you use a Unique Improvement graphic from here, call it a Camp and hide the new Camp from the civilopedia?
 
I think he's already using all of them?
 
He said hell release it eventually. Don't worry, JFD usually keeps his promises.
(Unlike pouakai.... I know your reading this).
 
I notice C&C's wiki article was started today! Does that imply a release will be soon? :D

Note that the download link in that article is actually for Mercenaries, so don't get your hopes up about it :(

I was intending to release it today, but it turns out I'm waiting on Gazebo for one last thing. Hopefully before the week's out, though.
 
Wait. The UA of Venice stays the same with this mod?
Pyramids no longer require liberty?! That's OP...

(Also: if I found a city in other continent that is within 5 tiles from my capital, and the city isn't coastal, will that count as a colony?)
(Could happen with TSL Denmark)
 
I don't really want to interfere with HRE's Venice too much.

Pyramids will probably be sniped pretty quickly now :p

No, it's still a distance thing. Other continent did work out well in previous versions, for the exact reason you bring up. So it's a distance based upon map size, but you may change the specific distance in the user setting if you find it too far/short.

Anyway, Lithuania updated:

Spoiler :
lel
 
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