Jarlaxe Baenre
Emperor
How about you give Sentry to Protective? It fits with the idea of the trait.
How about you give Sentry to Protective? It fits with the idea of the trait.
Busy weekend (mostly) over. Birthday parties for 2 year olds are exhausting! Before I begin responding to all the excellent feedback and suggestions over the last couple days I have a question I'm hoping people can clarify for me. I spend far more time modding than playing and it's been a very long time since I played standard BTS so I'm embarrassed to say I'm unsure of the full answer to this:
In standard BTS, when you trade a resource via diplomacy which benefits of the resource do you receive? So for example, if an AI leader gives you Ivory in a diplomacy deal which of these do you receive:
1) The ability to build War Elephants
2) The +1 production that Ivory has on an unimproved tile
3) The +1 production and +1 commerce that Ivory has when a camp is built
4) The +1 happiness
5) The +1 happiness from the Market
You receive benefits 1, 4, and 5. I don't know how you could possibly receive 2 or 3, because those benefits are tied to working an actual Ivory tile.
Edit: Note that you only receive those benefits in your capital and in cities connected to your capital. If you settle a new city somewhere, you need to connect it by road (or river, etc.) to your existing trade network before you can build War Elephants, etc. there.
XML Error
Tag: BONUS_CATTLE in Info class was incorrect
Current XML file is: xml\Events/ CIV4EventTriggerInfos.xml
I got that twice and also the same thing once with BONUS_ELEPHANTS at the start of each game
2. Making some special resource tiles more special/
Can we do anything about scaling the health and happiness penalties? Doing +2 unhealth and +2 unhappiness per citizen might be excessive, but what about +1.5 each? Or having arbitrary +X unhealth/unhappiness penalties applied at certain city sizes, over and above the per-citizen cost? Or making more buildings have unhealth/unhappiness costs?
2) Personally, I suggest you place Labor Union *after* Assembly Line; historically, the greatest successes of the labor movement came during the 20th century, when widespread industrialization was already common. You've got labor unions as one of the prerequisite techs for things like indirect-fire artillery, and *two* techs before World War-style battleships; this is a pretty serious anachronism.
Labor Union also makes a logical prerequisite for one of the more advanced 'social' techs, like Feminism or Civil Rights; without the labor movement and the general increase of social awareness of lower-class issues, it is very unlikely that we could have gotten the level of freedom and equality found in the modern era. There should be some contacts between the 'industrial' side of the tree and the 'social' side of the tree; ideally there should be cross-links but that's challenging to do.
3) Tanks should have an additional prerequisite; Total War might be a good choice. Historically there wasn't much incentive to invent the damn things until WWI broke out, after all, and they made very little tactical difference until WWII. Plus, having tanks become available with Total War fits the kickass picture you picked for that tech.
4) MAJOR LATE GAME NAVAL REFORM PROPOSAL:
At start-up, having loaded the mod and selected a saved game, I now get "Failed to uncompress game data" followed by a fairly rapid crash to the desktop. I don't even get the chance to click "OK" before it's gone!
Good news, I can keep the 'no happiness/health from resources' change, the AI will cope. The only casualty is the resource filter on the globe layer.
The main issue I have is that my standing in the game is now heavily determined by the local resource mix. A temperate Sheep/Cows/Fur/Cotton starting location is a godsend: a quick hop to Textiles and I'm set for the early game, with +2 happy, +10% commerce, and +10% hammers. By contrast, a more tropical Pigs/Banana/Sugar/Elephant region is painful to play, with the resources providing little benefit in the opening millennia.
At the end of the day, there will always be some resources whose associated buildings are available in the ancient era, and others that cannot be used until medieval times. Under the standard system, empires gradually raised their health and happiness caps as they grew, picking up about one new (and therefore valuable) resource with every city they founded. With the new system, health and happiness comes haphazardly, entirely dependent on the specific resources available and the players' tech path. I can't say I find it much to my liking.
(As a side note, the various commerce bonuses for Hit Movies, Stageshows, and Singles also feel very lopsided, especially since the player usually builds all the associated wonders, then enjoys a whopping +30% commerce bonus and very little incentive to trade that advantage away.)
I get the feeling that there ought to be a limit on the number of religions that can be founded. At the moment, every civ founds their own religion, with the result that there are automatic "you have fallen under the sway of a heathen religion" penalties across the board. I don't know whether this affects Defensive Pacts, but my gut feeling says it does: if everybody has a built-in hostility to everybody else's religion, they're not going to reach the required relationship very easily, if at all.
My vote would be to increase the number of buildings that contribute to unhappiness or sickness, actually.In 0.9.3 I've removed the +1 health that food resources have and the +1 happiness that luxury resources have. You can still get health/happiness from resources via buildings such as the Granary and Grocer, and from newly added buildings such as the Tavern and Tannery.
It still requires a fair bit of balancing but the goal is to have a similar amount of health/happiness available in a game despite having many new resources and buildings.
What I'd like to see is something Late Victorian or WWI in aesthetic, so it doesn't just look like a clone of the US WWII-vintage art they used for the transport, battleship and destroyer*.I like it. I'm sure I can find appropriate art for a Cruiser somewhere. I'll try get it in for 0.9.4 if I don't get too bogged down in everything else.
This is closer to each civilization founding one religion each than I remember from version 9.0.1, and is probably due to the change to the Cemetery.