KaneofEgypt
Chieftain
This could also just be an act of supreme stupidity 

How about free Sentry promotions on Recon, Mounted, and Naval units? Enterprising leaders are probably better suited to this bonus than all the others I've suggested in the past. +1 Sight on ships is useful but not too strong on Archipelago worlds; and on maps without oceans, +1 Sight on scouts can pick up the slack. Best of all, free Sentry promotions retain the focus on exploration without overshadowing the other more important bonuses of the Enterprising trait.
Linking the gold bonus to Great General points, as Howard suggested, would be best. +2 gold/Great General point sounds about right. If that's not possible, you can always go back to a flat bonus, say +3 gold/battle. I don't understand why the bonus should be restricted to enemy territory, though. I thought it was supposed to represent the ability of Tactical leaders to obtain supplies, manpower, and intelligence from defeated armies; that could happen just as easily in neutral territory. Lower the bonus to +2 gold/battle if you must, but don't weigh it down with seemingly artificial constraints.
Abilities that grow stronger over time may be preferable to those that do not, but only if the bonus they provide is relevant to all time periods. A cap on interest payments that increases by era is a good idea precisely because gold is just as valuable in the Renaissance as in the Stone Age; sometimes even more so, because there are more uses for it late in the game. By contrast, extra happiness in the capital is more or less meaningless after the Medieval Era, because it can be easily acquired by other means: religion, resources, civics, buildings, and wonders. (And if Traditional leaders choose to skip some buildings in the capital, they can't claim the production bonus in the rest of the empire.) I'd stick to +5 happiness in the capital.
On the contrary, so long as Wakas are unable to enter ocean tiles until Navigation, I feel they are a little weak. As it stands, Wakas are clearly inferior to Portugese Carracks, which are also enabled at Navigation, but have higher base strength, speed, and cargo capacity.
Worst of all, the Waka has a cargo capacity of 1, so a Settler must make do without a Worker or military escort. I would restore Wakas to 2 cargo capacity and allow them to enter ocean tiles with Shipbuilding.
Sure, Wakas might be all-powerful on Archipelago maps; but, then again, so are Dutch Dikes.
I must disagree. Ships that would sink at random on ocean tiles were very frustrating in practice. The natural response to an isolated start was to build a host of such ships and ruthlessly drive them into the ocean at all points along your borders, in the hope that some would survive for another turn. I would never risk a Settler on such ships but I was desperate to make contact with other civilizations so I could begin trading for more contacts, maps, and technology. A single tile coast is more restrictive - and more sane.
Total immunity all the way! The difference between that and partial immunity is huge. If there's any chance that your improvements might get pillaged, you have to prepare for that outcome, and most of the benefit from the bonus (the ability to set other goals for your military) is lost. As a compromise, might I suggest that roads and railroads be vulnerable to pillage, while other tile improvements are immune?
Yeah, like this one?Here's hoping we get our own subforum.
I presume it would be a Mac Modding subforum in the Civ4 - Macintosh forum right?
This is confusing to me, because by finding the beyond the sword folder, the path automatically routes through my documents. Also, all of my folders are completely empty.
Don't forget that the disk size of new art is not the same as how it is used in memory. On disk all those textures are compressed. An extra 50MB of unit art could easily cause more MAFs. Are you playing with the HR_Units.fpk intact or unpacked?
Without the irrigation bonus, Wells lose their purpose as a building. There are already five buildings that give a flat health bonus (Cemeteries, Aqueducts, Baths, Sewers, and Hospitals) and four more that give bonus health from resources (Granaries, Harbours, Grocers, and Supermarkets.) Add any more and we slide ever closer to kitchen-sink territory. I thought we'd agreed to reintroduce wells as either Renaissance Era Artisan Wells or Industrial Era Water Pumps, which would give +2 health to cities without access to fresh water and enable irrigation? Making them available for every city might be too strong; I wonder if you could block access to cities built on desert, tundra, or ice tiles?
And it works! Thanks for putting up with my below-average computer skills.
Hey Xyth, I just wanted you to know how stoked I am about 9.4 to come out. Awesome job so far, man.
I left the .fpks intact and created an additional unit folder within the art folder. And you're right, the HR_Units.fpk has only 282 MB
Should I unpack the .fpk-file, add my files there and repack it, then? (Answer will be yes, I guess.)
The health deficit doesn't hurt you much, though, and that's something I have to get used to. You know, as a PAE player, I hold my breath, if I see aface Maybe there should be some reason to care more about unhealthiness?
I like it, done. Glad we found a place for that.
Restricting it to enemy territory was a precaution against things such as Raging Barbarians. What I will do instead is exclude combat with barbarians and animals.
I'll stick with a flat +5 happiness in the capital for the moment, in the interest of less coding/testing to do and actually getting 0.9.4 finished.
The Carrack has been redesigned as a Galleon replacement in 0.9.4. It carries less cargo (2) but is available earlier (Compass) and can still enter rival territory.
Leaving routes pillage-able is a good idea. I should be able to make that work.
No, that would be too much. You can still send a military escort or worker - you just send them in an additional waka.
There will always be some things more powerful than others on certain maptypes but no need to make a situation worse if it can be avoided. I'd rather weaken the Dike.
Hey Xyth, I just wanted you to know how stoked I am about 9.4 to come out. Awesome job so far, man.
In PAE unhealthiness can cause disease right? I'd be interested to hear what you like and dislike about PAE's health/disease system. Any mechanics or ideas worth borrowing?
Australia was colonized from New Guinea, something like 100 miles away- roughly one tile of water in Civ.Humans colonized Australia about 45,000 years ago. So early humans had sailing which could cross large bodies of water, granted not oceans. As shown by the Polynesians, humans had the capabilities to cross oceans before Christ. Here we are talking planting colonies.
Also coastal.About 2500 years ago the Phoenicians circumnavigated Africa.
Absolutely- and they did it by island-hopping.About 1100 years ago the Vikings crossed the Atlantic Ocean.
There was, but it didn't take on geopolitical significance anywhere in the world until 1000 AD or so, except in Polynesia. At some point, we do have to at least nod in the direction of historical accuracy, rewrites or no. Otherwise, we're stuck with questions like "why couldn't a Neolithic/Bronze Age civilization invent gunpowder?"There may have been earlier (perhaps one way) trips that we do not know about. In any case, there was lots of early capability to sail well.
Well, most of the time, you use Wakas just as you would Galleys: to colonize islands connected by coast, or launch naval invasions in the Ancient and Classical Eras. The problem is that Wakas are clearly inferior to Galleys for these purposes: you need twice as many ships to transport the same number of troops! I wonder if it would be better to redesign the Waka as a Trireme-replacement. It could keep its single cargo slot and ability to enter Ocean squares at Navigation; but Polynesian players would have the option of building Galleys if they weren't planning to cross oceans.
Fair point. If you are looking to weaken the Dike, I suggest you reinstate the river requirement. At the moment, Dikes can be build in riverside or coastal cities while Levees can only be built in the former. Alternatively, you could replace +1 hammer on water tiles with +1 hammer on Coast tiles.
Shale Plants: Speaking of UBs, I previously suggested you redesign the Shale Plant as a Factory or Industrial Park UB, so that Japanese players can have their pick of the five different power plant options in HR. Can you squeeze this into 0.9.4?
(As an aside, I want to review all the UBs at some point. Many of them are very bland and the same bonuses are often repeated multiple times. As a group, I'm sure we can come up with better ideas. But that can wait.)
Extended Golden Ages: The math on these is sometimes wrong. On Normal Speed, Golden Ages last for 8 turns. With the Mausoleum of Mausolus, they last for 8 + 50% = 12 turns. For Humane leaders, they last for 8 + 100% = 16 turns. When a Humane leader builds the Mausoleum, Golden Ages should last for 8 + 150% = 20 turns. Instead, they last for (8 + 100%) + 50% = 24 turns. No other calculation in HR works like that.
1. I like the + on relations for the Diplomatic trait.
I was thinking that it might work better if somehow you got a plus +1 at intervals of time. +1 initially and an additional +1 every new era might be too much. Maybe +1 initially and an additional +1 every other era might be better.
Just a thought.
2. Aqueducts are defined as large conduits that carry water.
While we usually think of them as delivering water for drinking, the water can be used for anything.
In ancient Persia, before Christ, they had an elaborate underground system of bringing water for irrigation from long distances, which we now call Qanats.
So I still think having Aqueducts with the irrigation ability would be fine.
Having a special building for the Persians, Qanat, which had this ability and maybe something else extra, to replace Aqueduct, might be another way to go, at some point in the future.
Eventually having Seas as well as Oceans would help a lot!
I do not know why they got rid of this.
While I did not like it, giving Caravels a chance to sink if ending their turn in the Ocean prior to Compass, might be a good quick compromise. I would say 1/3 chance of sinking would accomplish your goal.
Humans colonized Australia about 45,000 years ago. So early humans had sailing which could cross large bodies of water, granted not oceans.
Australia was colonized from New Guinea, something like 100 miles away- roughly one tile of water in Civ
As shown by the Polynesians, humans had the capabilities to cross oceans before Christ. Here we are talking planting colonies
There was, but it didn't take on geopolitical significance anywhere in the world until 1000 AD or so, except in Polynesia. At some point, we do have to at least nod in the direction of historical accuracy, rewrites or no. Otherwise, we're stuck with questions like "why couldn't a Neolithic/Bronze Age civilization invent gunpowder?"
About 2500 years ago the Phoenicians circumnavigated Africa.
About 1100 years ago the Vikings crossed the Atlantic Ocean.
While Navigation might be a little early, waiting for any contact until Compass is way too long from a game standpoint.
For casual gamers and people new to Civ, this may to be a little too much, at times, but if you're in command of the avoid-growth-button in your city screen, you don't see any diseases in your game at all, unless your neighbor is a pig and infects you. From your designer's perspective, it depends, how much emphasis you put on the immersive historical simulation aspect of Civ, as opposed to balance, gameplay and "justice", since everyone knows, how epidemics changed the course of history.
While that might be excessive, some kind of 'disease' mechanic might be worthwhile: it'd keep the game from being too heavily dominated by supercities. That's a job for 0.9.5 or, more likely, 1.0, though...
It's on my "todo in 0.9.4 if I get time" list. I think I'd rather give the Japanese an entirely new UB, the Shale Plant is a bit uninspiring and doesn't fit well with the way BTS and HR handle power plants. Any suggestions?
If I could throw out some suggestions for new civs and wonders to be added or ignored at your discretion (I think the new leader trait opens up 17 new leader slots).
Wonders:
Sydney Opera House
Alhambra Mosque
Neuschwanstein Castle
Kiyomizu-Dera
Porcelain Tower
Cluny Abbey
Trajan's Forum
Baths of Caracalla
Hippodrome (I'd like to see this be a world wonder)
Flavian Amphitheater
Domus Aurea
Plato's Academy
Somapura Mahavihara
New Civs:
Etruscans
Powhatan Confederation
Algonquians
Seminoles
Ghana
Navajo
Minoans
Kongolese
Gran Colombia
Romanians
Bengali
Armenians
Cherokee
Also, I'm a pretty bad programmer, but I'm a good writer, so if you want me to write any civilopedia entries, just let me know.
I certainly wouldn't want anything nearly as punitive as that but I like the idea of a disease mechanic that can occur if unhealthiness gets out of hand. Definitely something to explore in the future.
I'm okay with the Polynesians having a significant strength and a significant drawback in the Waka. In it's current 0.9.4 form I don't view either as too strong/weak. It just means that if you play the Polynesians you play a bit differently than you would the other 48 civs. If it does need further strengthening/weakening I'd rather do so via cost or some other attribute.
I checked the xml for the Dike and it seems to already have a river requirement in HR. It's possible that I changed this at some point in the past but I don't remember doing so. Coast tiles would be an ideal solution but sadly the xml doesn't support it.
Yup, UBs need a review at some point for sure. UUs too. [...] I think I'd rather give the Japanese an entirely new UB, the Shale Plant is a bit uninspiring and doesn't fit well with the way BTS and HR handle power plants. Any suggestions?
Wonders seem fine, except the Hippodrome, there is no major Hippodrome.
Those civs are kind weaksauce, either very short lived (Gran Columbia), too small (Minoans), or the area is already covered fine (Bengali)
I cannot remember, but that sounds reasonable- my point is that even today, with higher sea levels, the gaps crossed to settle Australia were purely coastal by Civ standards.Actually humans reached Australia by land and a bit of island hopping. At the time Australia, Tasmania and New Guinea were one landmass called Sahul and much of the Indonesian archipelago was connected by land bridges because the sea level was much lower.
I totally agree, as was kind of my point.The problem is that the Austronesians (the broader ethnolinguistic group to which Polynesians belong) are the only pre-Medieval people to have made transoceanic voyages. They colonized the Pacific and even Madagascar. No other civilization did anything similar until well over a thousand years later. At least not successfully.
To me it makes sense to prevent transoceanic sailing until the vast majority of civilizations were able to do it and make a special exception for the Polynesians than it does to allow all of them to get do it a thousand or more years early.
Compare it with gunpowder: it's not as extreme an example but the Chinese were using gunpowder weapons as early as the 800s. It wouldn't make sense to have it available for all civilizations that early though. A better example would be steel: the Indians were making genuine steel weapons around 300 BCE but once again, they are the exception not the norm.
Archipelagoes favor thalassocracies- so yes, civilizations with inherent naval bonuses are favored over civilizations with only land bonuses, especially land bonuses that are relatively less useful on small landmasses (if any exist- I'm having trouble thinking of them).I agree that historicity needs to be balanced against gameplay. Once again, I think this is a case of Archipelago maps vs. more continental style maps, a balance issue that seems to pop up a lot lately. Ultimately I want a solution that works for both without being historically unreasonable.
Adding more civilizations than the 50 in play already would weigh down the engine, according to Xyth. We might reshuffle a few slots, but I don't think we're going to see the total going up to 60 or 70.If I could throw out some suggestions for new civs and wonders to be added or ignored at your discretion (I think the new leader trait opens up 17 new leader slots).
Hey, that's MY turf! [glares]Also, I'm a pretty bad programmer, but I'm a good writer, so if you want me to write any civilopedia entries, just let me know.
The one in Constantinople seems to be the obvious candidate- but how big was it, relative to other major urban sports arenas in other parts of the world? Maybe it should be a national wonder that boosts happiness in that city or something, instead.Wonders seem fine, except the Hippodrome, there is no major Hippodrome.
I'm inclined to agree on some- I understand the desire to expand coverage of North America and Africa, but the sad reality is that North America was still at the level of Neolithic villages (except for the Mound Builders of the Mississippi) when Europeans arrived and more or less permanently aborted the independent development of the region.Those civs are kind weaksauce, either very short lived (Gran Columbia), too small (Minoans), or the area is already covered fine (Bengali)
Probably because while the practice of Norse religion is not well understood, its mythology is, and is a major iconic ur-mythos in Europe. Much the same can be said for druidism, after all.Why is Asatru a religion? All we really know is "chieftains also had some sort of role as priests, and that pagan worship involved the sacrifice of horses"
Good point.Why does rice only get one food from farms instead of two like corn and wheat?
Yes, but the scale of its application was such that it didn't decisively affect the world economy- ancient peoples used oil, but not on a massive scale.Coal was used quite a bit prior to when it is discovered in game, likewise with oil
Where is it again?The Distillery seems to fit the 14th century better than where it is now
Witch burnings and genocidal prosecution of deviant religious minorities are a steady, running sore in population demographics? A small one, granted, but then pre-industrial smithies weren't all that bad for your health either.The tech Dogma is desperately in need of help:
the Holy Office was founded in 1542 which doesn't mesh with the pedia entry, also I can't figure out the reason for the unhealth.
One key premise is that it frees up women for the workforce when their time was previously underutilized* increasing the 'efficiency' of civilization. The unfortunate problem is that yes, by the time the modern era rolls around in Civ you aren't building a lot more terrain improvements. Dunno what to do about that.Why does Feminism give a bonus to improvements? By the time Feminism mattered infrastructure was built.
Oooh. Interesting. Although... I don't know. It would look out of place in a 'end of Modern' navy dominated by missile cruisers and attack submarines. So would the Cruiser (Pallada!Under flight could we have an older looking aircraft carrier?
Possibly. It depends primarily on what artwork is available for units and leaders though I also have some criteria about the type of civ that would fit in. At this stage I'm not sure when I might start adding new civs or leaders but let me know what you'd like to see.Will you be accepting requests for new leaders or civilizations?