@T-brd,
Well if Inquisition is tied so heavily into REV (and I knew it was from the REV team) then why not just add it ti the REV Option. If you Turn On REV you also Turn ON Inquisitions. Then players such as myself who use Neither only have to check or uncheck 1 box. Makes it simpler in my book.
JosEPh
(Nightmare mode)
It's not JUST 2 levels harder - that's just the baseline. It was setup that way but has been evolving to some significant differences, like with Education, which balances to the normal game up to Noble then starts gaining pop penalties as the difficulty increases, at a faster rate than the normal game difficulty chart.
Admittedly, the alternative of adding two levels beyond deity and removing the option would be suitable I'm sure. This option has been a game testing zone more than anything. It's MUCH easier to select an option than it is to try to integrate a modmod fileset so if you REALLY want something to get tested, set it up as an option.
GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS should be off and invisible until someone re-evaluates and re-balances it so that it achieves its intention. At the moment it can actually change things to be the opposite of what it advertises.
No espionage is a base BtS option isn't it? I believe it works just fine and was fully integrated (it's pretty simple). I just don't use it so I don't know.
Limited and Pick religions are adapted to C2C but there's those who don't like one or the other or both passionately. I agree visible and off but I don't think an 'unsupported' note is necessary. Perhaps an unadvised for new players note.
I don't see a reason for Personalized Map to be even visible. From what I understand, the main point of it is bugged out bad enough to basically lose the option entirely after you save and restart. If the goal here is to eliminate options, I don't think anyone will whine over this one being removed until it can be completely repaired, which the best minds have tried to do and have not yet been able to. I think. If they did, then you've got the right setting.
To add the option 'Revolutions' you could simply add a new Revolutions option and make it have a prerequisite of No Revolutions being OFF. Then set No Revolutions ON and INVISIBLE so that by selecting the option 'Revolutions', which can be seen as a player, it swaps the assumption established by the hidden No Revolutions option. Would only end up confusing future modders and those trying to change options in mid play with the worldbuilder. But the rest of us would understand why it was done this way (to do otherwise would require significant C++ coding effort.)
That would be a case to make it unsupported...There is a flaw in the tag programming for local rev index adjustments so that the local tag is still a national tag. Additionally, there are highly suspected crashpoints and OOS errors located within its coding. It's a very difficult mod for a python or c++ programmer to work on unless they have a mastery of both because it's playing out heavily on both ends. Our ability to fix some issues there has been limited and apparently the team that created it has done massive improvements but it would be tough to simply port them in and one of them hates that we include even an old version of rev so we're not getting any help from them. Thankfully, it wasn't all that broken to start with. But the tag issue... I'd fix it but I wouldn't know how to fix it on the python side.
I've been thinking long and hard about the merging the combat mods suggestion. The intention was always to eventually find a way to restructure the option selection chart itself somewhat but for NOW it makes sense to merge them into an Advanced Combat Mod option and turn SM Uncut off and invisible in the process (though some may complain, I think those that would COULD be guided to the xml as it's a modder level disagreement I don't think players would tend to care as much about and if the rare one mentioned something they could be told how to get the effect they're looking for.) One reason NOT to merge them, however, would be to allow a player to adapt to one level of complexity in a game before selecting the next and adapting to that one. It's intended to help them ramp in rather than be slammed with all of it at once. There's, as you see, a lot more combat mods planned. It also helped me to define parameters of a given option for development progress. And to help keep conversations on those mods focused.
But if we go that way I won't complain. The way to do it would be to set both of them to OFF and INVISIBLE. Then make a third option that is visible. That option would have a prereq of both fight or flight and size matters, making the game automatically turn those two options both on if Advanced Combat is selected.
Inquisitions benefit the AI greatly if Rev and Religious Disabling is on, all the more if Limited Religions is on. Having more than one religion in a city is harmful to the rev index (though hardly noticeable unless its a holy city with multiple religions founded there - one reason Rev can make Divine Prophets a little more interesting). And with Religious Disabling, there is no benefit to a civ with multiple religions in its cities. They can only benefit from one at a time. Not like Limited Religions where you can benefit from more but can only ever found a religion if you don't own a city that already is a Holy City.
Additionally, a Religious Victory, if I recall correctly, is achieved when Inquisitors have eradicated all religious in all cities except your state religion. With No Inquisitions ON you end up being unable to work with a Religious Victory. I could be wrong... this is going off of the source of the Religious Victory concept being the Gods of Old mod that shipped with the original BtS Vanilla.
I presume "invisible" means still available in World Builder?
I agree with Jo here.And I don't get where having Religious Disabling as Unbalanced when turned Off. If anything impo it's the exact opposite.
Both More Rivers and More Resources Does Not balance the Mod, they Just Give More, Period. They make the Mods play easier not balanced nor more challenging. Iirc TB made them to help newer players and those that didn't want to have to strategize about getting that X or Y resource.
Nor does Realistic Culture Spread balance the mod. It's just an alternative way for Culture to spread. The Realistic part of the Name is only in the eye of the beholder (or rather the Mod's author). It presents more obstacles for culture spread and allows original culture to stay too long if original source has been removed from the area.
JosEPh
So I would now "have to" play with Modern Corporations????![]()
And I don't get where having Religious Disabling as Unbalanced when turned Off. If anything impo it's the exact opposite.
Both More Rivers and More Resources Does Not balance the Mod, they Just Give More, Period. They make the Mods play easier not balanced nor more challenging. Iirc TB made them to help newer players and those that didn't want to have to strategize about getting that X or Y resource.
Nor does Realistic Culture Spread balance the mod. It's just an alternative way for Culture to spread. The Realistic part of the Name is only in the eye of the beholder (or rather the Mod's author). It presents more obstacles for culture spread and allows original culture to stay too long if original source has been removed from the area.
Personalized Map has been changed from visible - unsupported to invisible with zero discussion. What the hell is your problem with it? "Slightly buggy"?
All the people making thoughtful changes are in the modmod section, but this clueless tinkering-for-its-own-sake isn't. If this vandalism is to be done for real, it has got to be a modmod.
About the More rivers and more resources options:
I believe these were added because someone (SO?) was too lazy to always have to change the mapscript option for rivers and resources to plenty. As these particular options are not remembered from one game to another.
I think these options only work when the mapscript equivalent options are set to default.
The default experience of C2C is not the the unbalanced plenty resources option.
Either we remove the more rivers and resources or we add two more options called less rivers and less resources as well.
My two cents on the matter.
You misread, either we remove the two that we have, or, we add two more options that does the opposite.I'm not sure I understand you here... Why would there be a need for two "less X" options (in addition or in place of the "more X"?) if the "default" should be with the two "more X" unchecked?
You can always go into the XML and make the changes to these options so what is being done here should not be causing this much argument.
You can always go into the XML and make the changes to these options so what is being done here should not be causing this much argument. The story would be much different if these changes were forced on you like not being able to trade techs until both Civs have writing. I understand why it was changed, but I do wish i could change it back for my games.
Have you been playing it and found the labels are sticking around after you save and reload a game? If so, then it should stay as an option. I wasn't sure that had been resolved.Personalized Map has been changed from visible - unsupported to invisible with zero discussion. What the hell is your problem with it? "Slightly buggy"?
All the people making thoughtful changes are in the modmod section, but this clueless tinkering-for-its-own-sake isn't. If this vandalism is to be done for real, it has got to be a modmod.
They do only work if the mapscript equiv option is set to default. It wasn't a matter of laziness but a matter of being told it couldn't be done in the mapscripting python for all maps. I wasn't getting much instruction there so perhaps there was a better way. Was just really frustrating that some maps were otherwise an improvement but you couldn't do anything with the resources and rivers.About the More rivers and more resources options:
I believe these were added because someone (SO?) was too lazy to always have to change the mapscript option for rivers and resources to plenty. As these particular options are not remembered from one game to another.
I think these options only work when the mapscript equivalent options are set to default.
The default experience of C2C is not the the unbalanced plenty resources option.
Either we remove the more rivers and resources or we add two more options called less rivers and less resources as well.
My two cents on the matter.