General A New Dawn discussion

Should I push a new installer this evening or should I wait for a future update?
 
Should I push a new installer this evening or should I wait for a future update?
I suggest we wait, I need to fix a bug with Free Trade Agreement, it's rather annoying. But I get back to my PC at the end of the month. I don't like the idea of spreading this bug to those who are using the full installer. Thanks Hadrien.
 
Hello,
first, thank you for the great mod! I'm still trying it, but it seems nice.
Now, a suggestion. Could you remove the transparency from civilopedia? It looks really ugly and out of place, and makes text hard to read. And, since this is a large mod, I need to consult civilopedia quite often.
If you have some reason for keeping this transparency, could you tell me where can I change it myself?
Thanks!
 

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Hello,
first, thank you for the great mod! I'm still trying it, but it seems nice.
Now, a suggestion. Could you remove the transparency from civilopedia? It looks really ugly and out of place, and makes text hard to read. And, since this is a large mod, I need to consult civilopedia quite often.
If you have some reason for keeping this transparency, could you tell me where can I change it myself?
Thanks!

Open the BUG Options screen (Ctrl+Alt+O). Click the A New Dawn tab (third tab from the left). Transparent Civilopedia is the third option in the left column. Uncheck the box to turn it off.

Civ4ScreenShot0103.JPG
 
  • Is that true that creating a colony on a continent requires at least 2 cities?
    I've conquered two barbarian cities in a new continent but the domestic advisor doesn't give me the option to form a colony.
  • Does shaft mine give a bigger chance to discover minerals on a tile than mine.
 
  • Is that true that creating a colony on a continent requires at least 2 cities?
    I've conquered two barbarian cities in a new continent but the domestic advisor doesn't give me the option to form a colony.
  • Does shaft mine give a bigger chance to discover minerals on a tile than mine.


I think I've found the issue with colonies:
you must found the cities by yourself not conquer, to form a colony.Do you agree guys?
 
I think I've found the issue with colonies:
you must found the cities by yourself not conquer, to form a colony.Do you agree guys?

I'm not sure. Barb cities after conquest should count as your own imo.
Why, can you liberate your own cities?

I think it is related to techs - Vassalage, maybe? (Can be totally wrong)
 
I'm not sure. Barb cities after conquest should count as your own imo.
Why, can you liberate your own cities?

I think it is related to techs - Vassalage, maybe? (Can be totally wrong)

The domestic advisor only gives me the option to liberate these conquered cities by gifting them to other civs.
 
The domestic advisor only gives me the option to liberate these conquered cities by gifting them to other civs.
It might depend on culture majority in the city. Also, there's a hard coded factor that allows to grant independence to cities only if they're not in the same "area", but I don't know how area boundaries are defined.
 
It must depend on culture. As a colony has friendly status with its liberator, you'd need a substantial culture to gain that effect.

How unfair would it be if you could just concur 3 cities, immediately grant colony status and then proxy war fight.
 
It must depend on culture. As a colony has friendly status with its liberator, you'd need a substantial culture to gain that effect.

How unfair would it be if you could just concur 3 cities, immediately grand colony status and then proxy war fight.

Probably that's the case.When you build cities they can immediately form colonies because they have 100% culture of your own.I'll try and see.
 
I'm always trying to make the game more balanced and I don't like big empires have huge advantages against small nations. My idea is that war and conquest shouldn't be the only way to victory. I would like to introduce a new score for Mastery Victory in order to help small civs: what about introducing Gross National Happiness as a score factor (Google for it if you don't know what I mean)? In civ games we have a very easy way to measure happiness, so why not use it? We could introduce a score from -100 to 100 from total unhappiness to total happiness. This way small happy nations could have a chance to win against large warmongering civs.
Also we could add a score based on how many friendly civs you have and how many enemies.
Opinions?
 
45°38'N-13°47'E;14324431 said:
I'm always trying to make the game more balanced and I don't like big empires have huge advantages against small nations. My idea is that war and conquest shouldn't be the only way to victory. I would like to introduce a new score for Mastery Victory in order to help small civs: what about introducing Gross National Happiness as a score factor (Google for it if you don't know what I mean)? In civ games we have a very easy way to measure happiness, so why not use it? We could introduce a score from -100 to 100 from total unhappiness to total happiness. This way small happy nations could have a chance to win against large warmongering civs.
Also we could add a score based on how many friendly civs you have and how many enemies.
Opinions?

National happiness sounds like a simple but good addition.
 
I agree 45 Degrees. I assume it would require having a certain overall differential of happy citizens over unhappy citizens, perhaps 80%? In what era would that first be possible to attain?

Snoop
 
I agree 45 Degrees. I assume it would require having a certain overall differential of happy citizens over unhappy citizens, perhaps 80%? In what era would that first be possible to attain?

Snoop
I still have to think about it. It would be available in every era, being a Mastery Victory score the only important value would be at the end of the game. As for calculation, I'm not sure, I was thinking about negative scores too, perhaps. -100 if everyone is unhappy, 100 if everyone is happy, the difference between happy and unhappy otherwise (in percent). Might cause interesting situations where a single city civ with no unhappiness in its city would have a score of 100, possibly higher than larger but more unhappy civs.

edit: I suppose you were thinking about a new victory condition: that's interesting but it requires more coding.
 
I found interesting way to receive technology and other bonuses from AI civs. I settle a new city next to AI border and then sell this new city to this AI (liberate) for very good bonuses. Also I receive +1 to relationship because I liberate AI city :)

Also since AI always agree to receive from me unlimited number of workers and other units (I do not know why, and what AI do with so many units) it's easy to build workers and sell to AI for nice benefits. Maybe it's necessary to teach AI when accept and when reject units and especially workers?
 
I found interesting way to receive technology and other bonuses from AI civs. I settle a new city next to AI border and then sell this new city to this AI (liberate) for very good bonuses. Also I receive +1 to relationship because I liberate AI city :)

Also since AI always agree to receive from me unlimited number of workers and other units (I do not know why, and what AI do with so many units) it's easy to build workers and sell to AI for nice benefits. Maybe it's necessary to teach AI when accept and when reject units and especially workers?
I thought Afforess fixed the unlimited tradeable workers a long ago. Maybe I could simply make workers not tradeable.
 
45°38'N-13°47'E;14325883 said:
I thought Afforess fixed the unlimited tradeable workers a long ago. Maybe I could simply make workers not tradeable.

No, this is not fixed. Trade relations are not in right conditions. You can sell AI as many workers and other units as you want in one turn and in every turn. And AI then has to pay support for all these units. If it is not very difficult it is better to fix this and teach AI how to handle trade relationship of units, or if it's too difficult at least make workers not tradeable, but this is just a partial solution, player can trade any other unit instead of worker (siege units or water units).
 
If a mine is depleted is there any chance of discovering any new mineral?
Do all mine upgrades have the same chances of discovering something?
 
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