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Is removing +1 gold on river tiles part of TBC v74? If so, what's the rationale behind this?

v7.2 Updated May 29 2011 @ 9:48pm.

  • Rivers now yield 1:c5gold: only when improved.

I find that start locations with lots of rivers are generally too powerful, so I delayed the gold until improvements are built. It smooths out gold income among start locations in the first ~50 turns. It doesn't take long to get a farm or two up to start working.

On a related note, coastal starts are actually quite good for this reason, since they can work gold tiles right away. Coastal cities have lower :c5production: but higher :c5gold:, and both are used to build, train, and maintain stuff for the empire.


@GenjiKhan
This post should answer your question: link

I keep the mod relatively close to vanilla, but when there's a part of Civ's design I disagree with (like the new and somewhat boring German and Ottoman bonuses) I use the TBC method.


@bwoww78
The free-culture-buildings thing is done in a part of the game we don't have access to as modders, so we don't have much control over it. I didn't realize adding 1:c5culture: to Gardens would cause them to be included. I'll remove that culture, and thanks for pointing out the bug. :goodjob:
 
I find that start locations with lots of rivers are generally too powerful, so I delayed the gold until improvements are built. It smooths out gold income among start locations in the first ~50 turns. It doesn't take long to get a farm or two up to start working.

On a related note, coastal starts are actually quite good for this reason, since they can work gold tiles right away. Coastal cities have lower :c5production: but higher :c5gold:, and both are used to build, train, and maintain stuff for the empire.


@GenjiKhan
This post should answer your question: link

I keep the mod relatively close to vanilla, but when there's a part of Civ's design I disagree with (like the new and somewhat boring German and Ottoman bonuses) I use the TBC method.


@bwoww78
The free-culture-buildings thing is done in a part of the game we don't have access to as modders, so we don't have much control over it. I didn't realize adding 1:c5culture: to Gardens would cause them to be included. I'll remove that culture, and thanks for pointing out the bug. :goodjob:

No problem! Also, while I'm sure there is a bug forum out there, I thought I should point out while you're planning for the next release that I've had oligarchy for almost 200 turns now and not a single unit has earned any xp while in garrison. The no maintenance costs works as it should, as well as the range combat bonus, but the experience mechanic seems broken. I only run mods you recommend (from the wordpress site) and y.n.a.e.m. (i.e. nothing that alters experience gains). Just thought I'd post to let you know and see if I'm the only one.

On a side note, I really hope it does work as I think that's a much better policy now (especially as the tree has been reorganized...)
 
hey there :)
I don't know if I'm posting in right thread but I am getting a problem while trying to run this mod :(

Here's a pic of it :
errorym.jpg


It's actually my first time to run any mod so maybe I'm doing it wrong?
I downloaded it here, deleted cache and putted it into MODS direction.
Then in game gone to mods, browse mods , enabled it and tried to run it.
 
No problem! Also, while I'm sure there is a bug forum out there, I thought I should point out while you're planning for the next release that I've had oligarchy for almost 200 turns now and not a single unit has earned any xp while in garrison. The no maintenance costs works as it should, as well as the range combat bonus, but the experience mechanic seems broken. I only run mods you recommend (from the wordpress site) and y.n.a.e.m. (i.e. nothing that alters experience gains). Just thought I'd post to let you know and see if I'm the only one.

On a side note, I really hope it does work as I think that's a much better policy now (especially as the tree has been reorganized...)

I came here to report this as well. Been a couple hundred turns now and not a single point of XP, but the maintenance is confirmed to be working. Not sure about the ranged bonus; I haven't checked the numbers.
 
I came here to report this as well. Been a couple hundred turns now and not a single point of XP, but the maintenance is confirmed to be working. Not sure about the ranged bonus; I haven't checked the numbers.

I '3rd that. XP not working for me either.
 
hey there :)
I don't know if I'm posting in right thread but I am getting a problem while trying to run this mod :(

Here's a pic of it :
errorym.jpg


It's actually my first time to run any mod so maybe I'm doing it wrong?
I downloaded it here, deleted cache and putted it into MODS direction.
Then in game gone to mods, browse mods , enabled it and tried to run it.

I have the same problem.

You can provide additional information in the thread I made in the Bug Reports section for TBC. http://forums.civfanatics.com/showthread.php?t=427656
 
Unfortunately the savegames from 7.4 are not compatible with 7.2.8. Looking forward seeing a stabilized 7.4 or 7.5 soon. Thanks for your work anyway, greatest mod so far! :goodjob:
 
Mods never work post-patch. You'll have to play without mods until Thal has time to go through the laborious process of updating TBC, which will be at least a couple of days, and quite possibly longer.
 
No pressure then Thal... except you're mod is bees knees and playing without it sucks...... I started a new game and it just doesn't feel right.

I'm new to this modding malarkey; will my old save game work with the new version of TBC?
 
It actually took about only 5 hours to do the whole first pass on compatibility with the latest vanilla patch. I just do a side by side comparison of all the lua code files... then go through the patch notes one item at a time figuring out how to adapt things. There will still be some careful adjusting to do afterward but I'm mostly happy with the state of v7.6.

I've spent ten times as much effort just trying to figure out where that darned crash bug is! :crazyeye:
 
It actually took about only 5 hours to do the whole first pass on compatibility with the latest vanilla patch. I just do a side by side comparison of all the lua code files... then go through the patch notes one item at a time figuring out how to adapt things. There will still be some careful adjusting to do afterward but I'm mostly happy with the state of v7.6.

I've spent ten times as much effort just trying to figure out where that darned crash bug is! :crazyeye:

I know it's been said before but thanks Thal for your time on this mod. I also would like to thank all that help with this mod. :goodjob:
 
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