[Extension] Hokath's Proposals

Minor oversight here, armored car still upgrade as helicopter gunship (however upgrade by ruins is fine).

-- Equality gains 1 Prod/Gold/GAP from City Connections
1 Prod and Gold were lost in a rebalance, this delays them. GAP is to make up for lost happiness at 15 pop
Not convinced by this change: Organization already gives 2:c5production: per city , Liberty 2:c5gold:, Equality 1:c5happy: and Fraternity is already a scaler per cities connection (even if for another yield). It feels likes breaking the yields bonus just for delaying them and that's what the social policies scalers are for. If Equality relly need a boost I suggest increasing the :c5happy: bonus and/or :c5unhappy: reduction.
 
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Good catch. Clearly I gave up half way for some reason if I updated the ruins but not the actual table...

Organization already gives 2:c5production: per city , Liberty 2:c5gold:, Equality 1:c5happy: and Fraternity is already a scaler per cities connection
It's funny that this is exactly the reasoning I used to decide it was appropriate! :D
I think Progress is probably fine with or without this part so if you think it's aesthetically preferable we could have the +1 GAP only (and without connection requirement?)
 
I think 1 GAP would be too much of a nerf. In early to midgame unhappiness is a big issue, I believe that switching 1 happiness per every 15 citizen for 1 Prod/Gold/GAP is over nerf. Only in Industrial I begin feel comfortable with happy/unhappy.
I even think that would be better to change smth in Rationalism tree than in Progress.
 
Happiness is tough eh.
Bumping the 1 GAP to a full happiness (so 2 Happiness per City) feels like its a bit strong for that early game, even if its functionally equivalent when Cities are hitting 15 citizens (later on but before Rationalism unlocks usually).
But that is probably the most neutral version?
 
The minutiae of this are a bit lost on me at the moment, but it seems like Progress is already the weakest starting branch, right? So I hope this doesn't nerf it further.
 
I don't believe Progress is really a weaker tree than the others but it's less focused which probably feels less appealing to players. At the 100 turns mark I generally see AI Progress civs in a better position than those who took Authority (unless those with solid early warmongering advantage).
 
Yeah I don't think an AI can truly take advantage of Authority, since you really have to go hunting for barbarian camps.
 
I tested it earlier actually and the boat appears in the production queue still so should be ok?
Let me know if there's something wrong, I guess you will discovered pretty fast.
I played a few Tlingit games and never had the option to build the UU workboat. I'm wondering how you saw it? In the civilopedia, the uu exists but isn't assigned to any tech. Maybe you could just have an exception that makes it into a liburna replacement?
 
Aha must be load order
You can redownload or amend manually the line 37... to
Code:
UPDATE Units SET
PrereqTech = NULL,
Cost = -1
WHERE Type = 'UNIT_WORKBOAT';
 
Hey Hokath.

Enjoy the changes to Siege units especially, indirect fire is a key change that makes the game much more enjoyable. Is the Gold upgrade cost from Cannon to Field gun a bit too high still?

Is there a chance any of the modules make my units be able to use enemy road/railroads? Some can do it even without having the ability and it affects all types (siege, ranged, etc.).

Thanks
 
Is the Gold upgrade cost from Cannon to Field gun a bit too high still?
Yes, cost is too high. It got removed when I updated Enlightenment Era and I forgot to added no-EE compatibility. Will update now with the original -100 :c5production: change.
my units [are] able to use enemy road/railroads?
Yes, this is the Ordnance Survey (SurveyMap.sql) promo that all units receive when you unlock Ballistics.
 
Yes, this is the Ordnance Survey (SurveyMap.sql) promo that all units receive when you unlock Ballistics.

It feels a bit overpowered, especially when also given to siege units, which should be slow (and already have indirect fire to compensate for that); it makes all mobile/horse units be able to "hit and run" (back to your territory or out of range of archers) and I think that's the skirmisher-line's role, isn't it?
 
I kept finding that, at this stage, wars became really gridlocked and I just couldn't move units around in a pleasing way.
Of course, this is a large change. It does make some units much faster as you note, but ofc this is no faster than they are in your own territory.
Siege units still experience their half movement relative to others.

There's also a question of why it is you can't use enemy routes to begin with. A road is there, why can't I drive on it?!
I somewhat rationalize this for myself that early on roads are a messy network and we cannot navigate them effectively without maps (only somewhat effective explanation). I dunno if anyone has something more convincing?

If you don't like the way it plays, you can delete the .sql file it won't be in your next game.
 
Hokath when 5.0 drops, would you consider dividing out your China (which I love) from the incoming one (which looks fun, too.)?
 
The incoming one is the same as the 4UC one, roughly speaking, no? (this stability thing never happened)
p.s. if you want to switch this China off, the Events/ folder has some files called China.sql and China.xml, deleting them should work (may need to clear cache)
 
The armored car doesn't have a model in my game and it causes graphic glitches. Anyone else have this problem?
 

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The armored car doesn't have a model in my game and it causes graphic glitches. Anyone else have this problem?
Little Update on this: Armored Car having no model can be reproduced with just the Proposal Mod without EE, 4UC and IGE+. The graphic glitches i could only reproduce when i also had Cayms Air Archive Mod activated
 
Ok so when I only enable this mod I get the same invisibility.
But when I enable all my mods, it comes back.
So something else must be providing a file it needs... joy.

Edit: Yes, it was missing a set of .dge files that give custom animations to tanks. I had them in another mod. Standby.
 
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