I have almost finished the new version (for Conquest) of my mod "Shock The World". I put new
governments, new leaderhead, new units, new techs and new science advisor background. Now
I'm trying it and almost everything works fine. For some techs I used the well-known trick:
I gave some non-era tech to certain civilizations and put them as a requirement for other
tech. So now monotheism, theology and proselitism (new) are available only for the civs from
"old world". They do not appear for maya, inca, aztecs, that instead have storytelling,
celestial knowledge and terrace farming. That's Ok.
The problems come with the improvements. For example: caste system is avalaible on for
India, taj mahal (great wonder) requires caste system and so only Gandhi can build it.
BUT,
Mathematics (like polytheism, philosophy and many others) are avalaible to everyone so I
gave flavors to many improvement: Mausoleum is middle-eastern, Great Wall is oriental,
Knights Templar is christian. During the game I was sad to view Smoke-Jaguar building Temple
of Artemis, Bismarck building Hagia Sophia (new), and so on...
Now, I worked hard to make the mod seemed to me very balanced and efficient (and also
enjoyable, of course). I added a lot of building, giving them a flavor is a way not only to
give more realism, but also to limit the possibility to build them: if a civilization can
build 50 great wonders plus small wonders plus the improvement, the game become too easy and
there is no competition in building the wonders. There is a way to make the AI respect the
flavor of the improvements? Or I have to make different tech-tree for every flavor (or group
of civs)? Thank you!
P.S.: If I add the patches (1.13, 1.15,...), will my mod continue to work as before or I
have to change something?
governments, new leaderhead, new units, new techs and new science advisor background. Now
I'm trying it and almost everything works fine. For some techs I used the well-known trick:
I gave some non-era tech to certain civilizations and put them as a requirement for other
tech. So now monotheism, theology and proselitism (new) are available only for the civs from
"old world". They do not appear for maya, inca, aztecs, that instead have storytelling,
celestial knowledge and terrace farming. That's Ok.
The problems come with the improvements. For example: caste system is avalaible on for
India, taj mahal (great wonder) requires caste system and so only Gandhi can build it.
BUT,
Mathematics (like polytheism, philosophy and many others) are avalaible to everyone so I
gave flavors to many improvement: Mausoleum is middle-eastern, Great Wall is oriental,
Knights Templar is christian. During the game I was sad to view Smoke-Jaguar building Temple
of Artemis, Bismarck building Hagia Sophia (new), and so on...
Now, I worked hard to make the mod seemed to me very balanced and efficient (and also
enjoyable, of course). I added a lot of building, giving them a flavor is a way not only to
give more realism, but also to limit the possibility to build them: if a civilization can
build 50 great wonders plus small wonders plus the improvement, the game become too easy and
there is no competition in building the wonders. There is a way to make the AI respect the
flavor of the improvements? Or I have to make different tech-tree for every flavor (or group
of civs)? Thank you!
P.S.: If I add the patches (1.13, 1.15,...), will my mod continue to work as before or I
have to change something?