Industry [Modular] 2.7

@Vincentz

I appreciate your willingness to discuss your modmod. I actually love what you want to do. I will probably have to test it out myself, but it just feels really strong. I don't mind the quick upgrade path actually, since the game's timeline gets faster by then and it is a late improvement, etc. as you mentioned. I'm looking at it from the standpoint of having a factory and a manufacturing plant, etc. in the city. Now, coupled with the 3 plot radius and this modmod...Your production will be insane! Your pollution will too though...hmmm...

You have a great point with the workshop though.

I think the penalties should be such that I'd want no more than a few of these per city.

In your experience, would you say you feel alright building 6 of these per city? If so, then the penalties aren't high enough IMO to be balanced. However, it's your mod, and it's an awesome concept to be sure. I've often thought that the current set of plot improvements was lacking, so I'm very open to modmods like yours.

Great work! I don't want to discourage you at all. I just want to evaluate the balance of this before I load it into my games.
 
I really appreciate any form of input/critisism as this will hopefully improve my mods. If you use it and find it overpowering, please let me know. I have done some testruns, and the AI kind of like building it, but not spamming it, they would still keep workshops in forrest (the industry will cut down forrests). I think the AI would use it more if the industry was too powerfull, while they might not build it at all if I made it weaker. But one way was to put more unhappiness at the later stages. Another way is to use the civics as a scale.
 
I don't think it's overpowered, personally.

Maybe a little swift to develop from built -> full.

But, I actually think it arrives too late in the game to make a difference anyway. By the time it arrives, I'm REPLACING improvements, not PLACING improvements, so it's either going on a tile that I've had to leave alone due to limitations - (Peat Marsh Tundra, Drain Marsh, Lay Railroad, Plant Industry Buildings).

I won't replace a Lumbermill or Watermill with it... But I will replace any Workshops that the AI built.

But anything that makes Tundra useful is a HUUUUGE PLUS.

And since it's fun, I'm all for bringing a beginner version of it into earlier game, even if the price is that it takes a lot longer to develop, and starts less hammers... ? Call it "Industry (Cottage)" to imply that people are working on stuff in their own homes?
 
Additional comments:

1) Can this be built on Desert terrain also?
2) After reading Sarkyn's comments, I agree with him, changing soem of my initial concerns. I put my support behind earlier access to this improvement with a step before the sparse industry.
 
For my own test, I've set the first industry build at Replaceable Parts, and doubled the base timeline for each step in development, and allowed them to be built on deserts. I've left everything else alone. I'll let you know how it goes. (Replaceable Parts -> Assembly Line -> Industrialism for worker builds of Factory1, 2, 3. Although, I can see a good argument for skipping the Factory2 build and maybe keeping the Factory3 build order for the worker where it was(manufacturing).) Perhaps these worker orders could be more expensive? I'll play around with that too.
 
Been a while since anyone commented on this thread, but I just wanted to give a bit of feedback. The AI *loves* building industry. This should come as no surprise, given the AI's preference for production over food and commerce. Interestingly, it seems to help the AI keep up with human players that are following a different improvement methodology, like my current preference to spread forests and build lumbermills/watermills where possible. Not sure if it would be just as balanced for the AI if the human were following suit and spamming industry wherever possible, but it does make for an interesting game.

At least until I go in and start pillaging everything. ;)
 
This is a nice minimod. However, have you considered making industries develop FROM Workshops, instead of making them an entirely new thing? Imagine this:

Workshop > Industry > Heavy Industry > Dense Industry

Yes, I have considered it, and would like it to work that way ;)
Unfortunately the workshop becomes available with metal casting, so its nearly impossible to predict how many turns there is from metalcasting to industrialism, which afaik is the only way to upgrade an improvement (by turns, not techs).
 
Would be nice start building hamlet,village,town after get some tech... the loss of a pillage town is too high... the damn A.I dont realize that raze a village or town in a city that it plan to capture is stupid.
 
Would be nice start building hamlet,village,town after get some tech... the loss of a pillage town is too high... the damn A.I dont realize that raze a village or town in a city that it plan to capture is stupid.

Completely agree. Actually it already has build buttons, so its just a minor changes.
Might make a small modmod that also gives them defense bonuses.
 
Completely agree. Actually it already has build buttons, so its just a minor changes.
Might make a small modmod that also gives them defense bonuses.
the tag <bActsAsCity>1</bActsAsCity> would solve the defense bonus

another think the cottage/hamlet/village/town may need to give more gold because they need to be protected by at least one unit to avoid to be razed.
 
Just had a few questions:

1. Is this mod compatible with the latest version 2.71?
2. What technology enables this improvment? Or are diffrent levels activated at diffrent times?
 
Back
Top Bottom