davidtylr
Chieftain
I reckon tobacco should create a -1 health with the civic 'Social Welfare'
I reckon tobacco should create a -1 health with the civic 'Social Welfare'
Is there any way you can preserve the original image of a city before it is taken? That sounded odd, but what I mean is, if you are Rome, and you take an Egyptian city, can all of the buildings in that city keep the Egyptian appearance? Each building, be it housing for extra population or a theater that wasn't in said city originally could look Roman, but it bugs me when all of the sudden a Greek city becomes a city that looks British.
I don't have BTS so I can't download this mod, yet. But one thing that really bugs me in Vanilla and Warlords is that there is no telling when a rival builds a Wonder. I really liked that feature in civ2 and SMAC, then it really felt like a game. One had to decide wether one could beat the AI to finish the wonder or not. Ofcourse there you had the option to actually rush build wonders with caravans and suppliers. Kinda miss that too.
It says Sewers give +25% to espionage.
I would be very curious to hear the explanation for this.
In BTS that's handled by espionage, albeit in quite limited fashion. Rushing wonders quite an imbalanced mechanic at times, especially since the AI couldn't do it well or at all. The same problems would exist in HR if it was brought back, so best that it isn't.
Sewers have long been notorious for harbouring and enabling criminal activity, smuggling, spying and such. I've never been particularly happy with that bonus, while Sewers should provide some espionage, an espionage modifier is a bit silly. It's changing in 0.9.5, details soon.
Still digesting all of that, thanks for your hard work on it. Rather than comment on everything I think I'll see what changes I might want to make to it and produce a new draft. Will probably take me a few days though, busy weekend here.
I'm not sure we need this, at least not in the early game. Horses and Elephants have strategic value and since we're trying to cut down on health/happiness it seems counterproductive to add happiness to 2 resources that don't really need it. However, in the later game once Horses and Elephants lose their strategic value then having a building like this might sense. I'm sure we can easily find a different home for the +2 gold.
Overall I think this is a very good direction to take for these buildings. Just a few changes I'd want to make:
Theatre: +25% culture, +2 artist slots, +1 happiness from Hit Drama
Stadium: +1 happiness, +1 happiness per 20% culture rate
The Theatre gets a culture modifier to compensate for the removal of some bonuses and to make it scale better throughout the game. Each building now has a well defined role.
I've decided to go with Hit Drama as the name of that resource and I think that this cannot be attached to anything but the Theatre. Dye I still want to connected to the Weaver but that may change when that building is finalized.
I've often wondered why Firaxis made such a discrepancy between inland and coastal trade. It might be worth doing some forum research first to see if there are any reasons that we might not be aware of. Trade route mechanics are notoriously obscure and complex.
That's something I've thought of before but I'm not sure it's possible to code, at least for the Aqueduct. This is because the Aqueduct has to have a decent 'standard' bonus alongside the coded one that the AI doesn't understand directly. It might be possible to do for the Well though, I'll look into it.
I don't think these changes are important enough to warrant shifting spaceship production back to the Medieval/Renaissance era. It just doesn't feel right.
Is there any way you can preserve the original image of a city before it is taken? That sounded odd, but what I mean is, if you are Rome, and you take an Egyptian city, can all of the buildings in that city keep the Egyptian appearance? Each building, be it housing for extra population or a theater that wasn't in said city originally could look Roman, but it bugs me when all of the sudden a Greek city becomes a city that looks British.
Sewers have long been notorious for harbouring and enabling criminal activity, smuggling, spying and such. I've never been particularly happy with that bonus, while Sewers should provide some espionage, an espionage modifier is a bit silly. It's changing in 0.9.5, details soon.
Oh, the pleasure was all mine. I seem to have fallen right into the modders' trap: brainstorming new ideas for the game has become more interesting than actually playing the game.
I guess I'll hold off on those new ideas until I see your second draft.
I see your point: there's no need for Elephants and Horses to provide happiness.
I still think the Circus is a good candidate for a new building. It is distinct, universal, and well suited to the +2 gold bonus. It's also a prime candidate for unique buildings: as it is, Stadiums and Theatres are somewhat overrepresented among them. Unfortunately, the Circus a better fit for the late Ancient/early Classical Era than any other. I suppose the Circus might still require Elephants or Horses, even if the +1 happiness from Elephant/Horse bonus is replaced with something else.
I agree: a resource named Hit Drama must be paired with the Theatre. However, I much prefer +3 culture over +25% culture. ... Theatres might be a decent candidate for the +2 gold bonus, though.
In any case, I know that at least one mod, Fall from Heaven, has attached trade bonuses to buildings available in both inland and coastal cities. I say it's an option worth exploring.
I'm not sure I follow. By your reasoning, wouldn't the Well need a decent 'standard' bonus, too? As it is, the Aqueduct spreads irrigation to adjacent tiles, which is a bonus that freshwater cities do not need. Adding a freshwater health bonus would save those cities the trouble of building an Aqueduct entirely.
As a small step in this direction, is it possible to allow unique buildings to be retained upon capture? If the Egyptians capture a Roman city, might they have a chance to keep the Forum?
I can tolerate an small espionage modifier for Sewers if it reduces the large espionage modifier for Jails. +4 EP and +50% EP is far too strong for a single building available in the early Classical Era; it trumps the economic output of every other building in the game, except the Intelligence Agency.
Anyway, I look forward to your second draft, Xyth.
It's fine for Archipelagos but not so much for other map types where this change weakens it much more. Remember that the Great Lighthouse gives coastal trade routes. I agree that we need to reduce it to just 1 coastal trade route in every city for the sake of balance on Archipelagos but also that there needs to be some smaller bonus as well to compensate. Here's my suggestions, copied from that other thread:
• +50% commerce from trade routes in the city
• +1 regular trade route in the city
• +25% commerce in the city
• Free naval promotion allowing double speed movement over reefs
None of these would make the wonder too strong on any maptype. And we should continue discussion of it here rather than there.
I don't want Stonehenge as the Druidic shrine. It's not Celtic or Druidic in origin and its easy to rename the Pool of Balance to something more appropriate. It's a fairly generic graphic, I just need to do some research.
Deciding on a bonus for the Nazca lines is tricky for sure but I'm sure we'll come up with something appropriate.
Someone made a wonder that makes that possible, in fact the Colosseum/Flavian Amphitheatre. It would be easy to include/adapt if we wanted to do this.
EDIT: Actually, I think this would be the perfect bonus for the Hagia Sophia (east meets west, blend of culture and architectural styles, used by different civs). It needs a new bonus since I stole it's original bonus for the Pyramids. Also, we could add the Colosseum Wonder and, assuming I can make the code work, make it give a chance to build the UU of another civ you're in contact with when constructing a unit.
How about this?
The Great Lighthouse
+1 trade route/coastal city
+50% foreign trade route yield
The Colosseum
unlocks all Unique Units in this city
Receiving unique units at random could get frustrating. Now this would be a lot of fun. The Colosseum would act as a magnet for mercenaries: you could hire Greek Phalanxes, Egyptian War Chariots, and Roman Legions to supplement your standard forces. Ideally, your choice would be limited to the unique units of civilizations you have already met. If this proves difficult to code, the Colosseum could unlock all Unique Units. In that case, a -25% military unit production penalty would be appropriate; mercenaries are expensive to recruit, after all.
The Hagia Sophia
all buildings retained upon city capture
Unique Buildings could then be handled by Apostolic Palace and United Nations resolutions. I've always felt that the default resolution options were fairly limited.
We could introduce a new line of resolutions on the laws of war: ...
Is it possible to code something along these lines?