Getting Started

I had to change the name/ID due to some difficulties with ModBuddy uploading. This should be the one and only time the name/ID ever changes.

I don't think it's possible to get the citystate AI to use their workers better.

I made water tiles about equal in yield value to land tiles in this mod, so it's important they be valued equally for border expansion.

Actually I found out that I could just "cheat" the game: Rename the folder and change some of the lines in the modinfo file from v 5.6 so that it matches that from the v 5.4 file and voila - everything (seems to) work.

\Skodkim
 
I had to change the name/ID due to some difficulties with ModBuddy uploading. This should be the one and only time the name/ID ever changes.


It's the new iterations tracking method they're now using... while the advantage of having multiple versions in the drop-down combobox is necessary to maintain the account on any further GameSpy logins through the previous "privacy" settings.
I also think the 5.6 dot can confuse the ID tagger routine, but i might be wrong on this particular flaw since the browser lua doesn't indicate any perceivable decimals conflict.
Strange - indeed.
 
I downloaded 5.6 and I'm playing on King level (marathon) using only Thal's mod. I'm a bit puzzled on how anyone could enter the classical era 31 turns in to the game. It's a unmet player so I don't know who it is. Does anyone know if this is even possible or is this some kind of bug? :confused:
 
I downloaded 5.6 and I'm playing on King level using only Thal's mod. I'm a bit puzzled on how anyone could enter the classical era 31 turns in to the game. It's a unmet player so I don't know who it is. Does anyone know if this is even possible or is this some kind of bug? :confused:

For what it's worth, I occasionally get that notification after only a few turns. But this has been happening well before v5.
 
Same for me, I have always been assuming it was some kind of early IA advantage.

QDI
 
This should be possible. If an AI hits two cultural ruins and builds a monument it would get a lot of early culture and could easily beeline to Meritocracy. That would let them either build a GS or a GE to build the Great Library and bulb a Classical tech. I don't know if the numbers all add up but that is my bet as to what happened.

The other possibility is the AI getting free techs from ruins directly and just raw researching a Classical tech. With ruins being so random there are a number ways this could happen, though none are likely to happen consistently.
 
The AI gets a(t least one) free tech on higher levels at the beginning, iirc. So I expect it's just a lucky ruin popping a Classical tech.

This makes sense regarding the occasional near-instant Classical notices I've seen. It also explains why the AI have mines by the time I see their capitals.
 
It could be they start with or acquire Animal Husbandry, then pop a free tech ruin and get Sanitation. Even beelining to Sanitation would result in a very quick era jump.
 
So I've played a couple of games with just the patch, and a few with Thal's latest version. Here are my thoughts:

1) Navies: I really like the strength of navies right now. They feel like a strong piece of the military that is important to use. I will say that submarines seem incredibly strong (84 ranged strength!). They kill destroyers with a single shot!

2) Policies: I feel most of the policy branches are pretty useful right now. To me, there are 2 exceptions:

Commerce: Commerce right now feels like the blandest tree. There just isn't much to get excited about that doesn't require a lot of investment (sure +3 prod to all coastal cities is nice, but it takes 3 policies to get it!).

Autocracy: There is nothing wrong with the techs of autocracy, its the restrictions that's the problem. Autocracy doesn't allow for liberty...and why it makes sense based on the name, it doesn't make sense mechanically. Autocracy is about conquest, which leads to a big empire. Liberty is the big empire tree. The fact I can't use both just feels off and really weakens Autocracy to me.

3) Gold: I feel that gold is too plentiful with the new patch. In my recent king game I had +200 GPT without golden ages with just 4 cities, and I wasn't even trying. I think its partly the new unit maintenance, and partly the seaport +1 gold per tile combined with 2 gold sea tile base. Overall I think the seaport +1 gold tile might be a bit much. I am all for giving sea a bonus gold early on. Sea powers have always been economic ones so it makes good sense. However, bumping them to 3 gold later on I think is too much.

I might suggest a seaport change of +1 gold per fish, pearl, or whale....or removing the gold bonus and providing a +15 xp for naval units (currently navies can only get 15 xp per buildings, while land units can get 55).

4) Siege: I generally like the new mechanics to siege, making them city killers instead of general unit killers.

I do feel that cannons at ranged strength 31 are a bit strong. They are only 1 strength less than artillery and come a lot sooner. I find they still kick the crap out of many similar and later era units.

5) Specialists: I think the new patch removed too many specialist slots...but I think this mod went a bit overboard. It seems like everything and its mother has a specialist slot, allowing for huge swings with great people.

6) Culture: Generally I've liked the changes to culture (especially the museum). Even not going for hard culture I had enough policies to do some tailoring.

One idea I would like to see is a courthouse-esque building for culture. Perhaps a building like a "forum" that reduces the culture increase of a building by 50% or something like that.

I'm still in the old school camp that says big civs shouldn't be hugely penalized for culture. I think its fine that big civs have to work harder, but they shouldn't be taken out of the running entirely.


Overall, its still the best mod out there, and makes the game more interesting. Go Thal, keep up the good work!
 
1) Navies: I really like the strength of navies right now. They feel like a strong piece of the military that is important to use. I will say that submarines seem incredibly strong (84 ranged strength!). They kill destroyers with a single shot!

+: I feel navy especialy should have an opportunity shot against subs sneaking in. Say you have a fleet, carrier with battleship / missile cruiser and some destroyers for protection. Since it's a turn based combat an enemy submarine can come inside your destroyer protection circle and kill a carrier, with some improvements (multi shots per turn comes to mind) can even sneak out. While this is the correct tactics to use a sub, it would be at least correct to let the destroyers a chance to counter this.

One thought: I saw some setting in the menu at setting up the game, protection fire or something like this. Is this it? Like in, say arty in Panzer General? Does anyone use this?

2) Policies:
... Autocracy: There is nothing wrong with the techs of autocracy, its the restrictions that's the problem. Autocracy doesn't allow for liberty...and why it makes sense based on the name, it doesn't make sense mechanically. Autocracy is about conquest, which leads to a big empire. Liberty is the big empire tree. The fact I can't use both just feels off and really weakens Autocracy to me.

I agree, nothing to add.

... I do feel that cannons at ranged strength 31 are a bit strong. They are only 1 strength less than artillery and come a lot sooner.

I agree, cannons were better than catapults, but not even comparable with artillery.

Overall, its still the best mod out there, and makes the game more interesting. Go Thal, keep up the good work!

Nothing to add here for sure. :king:
 
I agree that seaports are maybe a bit too good, especially since coastal cities have already been buffed by atolls. I know Thal was experimenting with different terrain-based gold bonuses as one point; would it be possible for the seaport to give +1 gold on coastal land tiles, instead of the water tiles themselves? This would give coastal cities a reason to work some of their surrounding land tiles, which currently it's often only worth it for them to do if they've got a bonus resource.

Failing that, I also like the idea of putting it back to requiring sea resources, but giving an additional gold bonus as well.
 
Hi

An update: Just wanted to add that Cultural Capitals doesn't work with the new Unofficial Patch and Thals Balance (v 57) either.

I just did a test with v54 again and I can confirm that it works.

\Skodkim
 
This isn't really a problem with the mod, but I figured I'd see if it's possible for you to make a change.

When a friendly Civ asks me to help him wage war against another Civ, everything is fine. But when the war is over, the friendly Civ then gets mad at me for being "warmongering", which I think is silly, since he was the one that got me into the war.
Is there any way to change that AI behavior, so the "warmongering" penalty isn't applied to the Civ dragging me into war, but only to the other Civs?
 
Hi,

started playing a game with Aztecs, Immortal level, epic speed, large map, no ancient ruins and raging barbs. Now Im on turn ~280 and I have to admit I am surprised to see how much the AI is ahead of me in everything. Almost everyone is ahead of me in techs about 6, which is kind of a lot...but thats ok. What bugs me most is that im behind everyone in social policies.I have only 9 and EVERYBODY else have at least 14, some have 15. I have been killing those barbs all the time and getting extra culture. I have also build all culture buildings whenever possible. That just doesnt feel right. Does the AI get some huge bonuses in culture(and everything else) on higher difficulties?
 
@Herex
Nothing we can do about that, sadly.

@Hebuubi
Yes, Civilization uses AI bonuses to alter the difficulty. The AI plays the same on each difficulty setting, it's just those bonuses that make it easier or harder. This is part of the core game and not the mod. :)
 
Diplomacy really sucks here, I must say. I stopped using this and I delightedly go on punishing expeditions and take resources instead of asking for them through diplomacy. :devil:

Even so I would love to see diplomacy status shown graphically like it was in Imperialism 2. :)
 
Thal, do you have any idea as to why the recent versions of your mod breaks the Cultural capital mod?

Looking at your change log with my (very) limed modding exp it seems odd.

\Skodkim
 
Hi,

started playing a game with Aztecs, Immortal level... and I have to admit I am surprised to see how much the AI is ahead of me in everything. Almost everyone is ahead of me in techs about 6, which is kind of a lot...but thats ok. What bugs me most is that im behind everyone in social policies.

The AI seems to focus heavily on culture. With its Immortal handicaps, it makes sense that it would be way ahead, unless this were your sole focus. I'm always behind on culture much more than I am on science.

Thal, do you have any idea as to why the recent versions of your mod breaks the Cultural capital mod?

I don't think that mod was ever integrated with TBC, so whether it worked or not may have just been coincidence.
 
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