General A New Dawn discussion

Just read a Civ5 mod - Prehistoric era - and found an interesting feature that I find worth mentioning.

Dark Areas Stay Dark

Because of lack of complex language, there was no way to communicate "discovered" tiles. The only visible areas are those within the unit's direct visible line. Once the unit leaves that tile, it returns to black.
Would be an interesting feature in AND too if you could not fully discover the world until Writing because fogged tiles go back to black :)
 
I think it sounds interesting, but maybe it should be option?

Sure it should be optional (Edit: BUG option I'd suggest).
I think if it was limited to the early game - before Writing - it would be interesting.
You would start discovering the world only from the middle of the ancient era.

I didn't try PAE so I don't know how it works there.
 
I was also wondering how to reduce the number of options...

Permanent Alliances:
This is also present in the BUG menu, isn't it? So why a startup option? :confused:

Maybe some other options could be collapsed into one, like Multiply Research and Production.
 
I was also wondering how to reduce the number of options...

Permanent Alliances:
This is also present in the BUG menu, isn't it? So why a startup option? :confused:

Maybe some other options could be collapsed into one, like Multiply Research and Production.

I could certainly merge Multiple Production / Research. We will also remove Early Building, Expanded Castles, Civic Buildings.
I wouldn't touch Permanent Alliance because I would like to avoid introducing new bugs since it's currently working. If any, I would remove the BUG option: switching it on and off during a game, it's also looking for troubles.
I would also remove Minimum City Border if nobody has any problem with it; and I would also remove No Nukes under the same condition because it feels like cheating and AI is now much more aware of their use (and there are many ways to prevent AI from using them).
 
Minimum City Borders is a terrible option, especially for people like me who like their culture wars.
 
Minimum City Borders is a terrible option, especially for people like me who like their culture wars.
I know, I've made it an option years ago (default off) because it's been mandatory for many revisions before I started working on AND, probably following a bug in the dll. I wonder if anyone ever used it.
 
I used it all of once to test it out. Never again.
 
Sure it should be optional (Edit: BUG option I'd suggest).

I didn't try PAE so I don't know how it works there.

Works pretty much the exact same way. It was an interesting feature but on the flip side made exploring in the early game almost pointless, except for around your immediate borders to find a spot for your second / third city.
 
Works pretty much the exact same way. It was an interesting feature but on the flip side made exploring in the early game almost pointless, except for around your immediate borders to find a spot for your second / third city.
Well, I don't know about PAE but it would be only up to Writing which comes pretty soon, I think. If there's any other tech before Writing that fits the role we might consider it but Writing looks good enough to me.
 
Options that (IMO) could be ON by default and hidden:
  • New random seed
  • Require complete kills
  • Advanced diplomacy
  • Assimilation
  • Culturally linked starts
  • Realistic culture spread
  • Larger cities
  • Religion decay
  • United nations
  • Advanced espionage
  • Castles
  • Civic buildings
  • Early buildings

...and some OFF by default and hidden:
  • No goody huts
  • No events
  • No espionage
  • No inquisitions
  • No future era
  • No fixed borders
  • No nukes
  • Minimum city borders

I wonder if it would hurt anyone this way. Anyway if someone needs to change those still can do it with a little xml work.
 
Not sure about New Random Seed, Require Complete Kills, Larger Cities and No Events. Anyway I wouldn't hide these, I think people are still choosing between them. The other ones are OK for me to hide because they are usually meant to be used like that or they're not being used at all (has anyone ever used No Goody Huts?).
 
Options that (IMO) could be ON by default and hidden:

There are some here I do not like:

Require complete kills:

I do not find it fun to have to hunt for that last scout to end the war / get all the new cities to be my nationality. The main advantage is that it allows you to take all a civ's cities and still get techs for peace, and this seems like an exploit to me.

Larger cities:

With this option, it seems to me that there is no point in the metropoliton administration, esp. if going for corporations. I tend to play with it, but it feels a little like cheating to me.

Religion decay:

I have never played with this, as I dislike the concept. Building up the religions in my cities is part of their development, I do not want this going backwards randomly. I may be missing something.

Realistic culture spread:

I do not like this, as I cannot predict it. I could well be missing something here.

No goody huts:

I sometimes use this as a way to "turn down" the higher levels.

I wonder if it would hurt anyone this way. Anyway if someone needs to change those still can do it with a little xml work.

I would suggest that if you are going for wide acceptance then assuming the user will do xml work to set up their game is probably limiting the target audience somewhat.
 
Religion decay:

I have never played with this, as I dislike the concept. Building up the religions in my cities is part of their development, I do not want this going backwards randomly. I may be missing something.
You know that your state religion never decays, do you? Having less than 4 or 5 religions in a city they don't usually decay in my experience.

Realistic culture spread:

I do not like this, as I cannot predict it. I could well be missing something here.
I think it's very straightforward: You get tiles easily where you can move easily with units too (flat lands) and harder the ones that you can move harder to (forest/jungle, hills/peaks).

I would suggest that if you are going for wide acceptance then assuming the user will do xml work to set up their game is probably limiting the target audience somewhat.
You are right of course. I just meant that it would not absolutely be mandatory to use or not to use one, just rather tricky.
Still it is just brainstorming.
 
Religion Decay is useful, but it needs its values increased so that it can appear more often (and maybe certain civics should boost/lower its chance?). In my games, usually at some point, having 3-4 religions is no longer beneficial, really, except in cases like Taoism and Buddhism where their temples give :health:.
 
I can't explain the reason but I don't like Future Era.I'm 50-50 for Expanded Castles and Early/Civic buildings.
 
I can't explain the reason but I don't like Future Era.I'm 50-50 for Expanded Castles and Early/Civic buildings.
Afforess didn't like it either, I would leave that as optional too.
 
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