K-Mod: Far Beyond the Sword

This is an amazing piece of work - what Civ 5 should have been IMO :goodjob:

I have a couple of suggestions and 1 issue:-

  1. A 71 page thread is pretty daunting for newbies lol. I would encourage you to use the sub-forum. Maybe start a new thread for each version or something. You can still have a long discussion just nbot quite so long lol
  2. To encourage people to play the MOD how about a "K-Mod Club" - like the Nobles club but everyone is using your Mod? I would be happy to get involved in this if you wanted.

From what you are telling me, it sounds like none of your BUG settings are being saved when you quit the game. (The settings are meant to be persistent. You should only have to set them once.)
I found that even though I don't install Games to a protected directory and I have the latest version (with a Settings directory) unless I had "Run as Admin" ticked no settings would be saved.

Thanks again for this brilliant work. :clap: :worship:
 
I just ran a some test games to try to get a better sense of how much the game is extended by rep nerf. .....then I saved the starting position and put it on auto-play until the game was over.

I do a fair bit of map creation and auto-play would be a great help, is this part of your Mod or something else?

Thanks

:cool:
 
Really great work! Unbelievable how much "smarter" the AI is and the game even runs faster! Many thanks! :goodjob:

I found one thing that could be a bug: Power (from plants) produces generally +2 unhealthiness (+4 with coal plant). Is this intended?
 
Out of curiosity, what difficulty level in unmodded BTS is equivalent to Noble difficulty in K-Mod?
I don't play Noble, so I can't comment on that, but my impression is that K-Mod is worth roughly half a difficulty level. That is, if you beat Noble easily in vanilla, it may require some effort now, if you had trouble beating it before, you should move down a level. But you best try it for yourself.

I assume that the effect of the better AI gets more noticeable on higher levels, because then it can use its initial advantages even more efficiently.
 
I think k mod is a difficulty level and a half bump up. 1.5 difficulty bump up. And alot more interesting.

I used to win emperor easily in vanilla, and Ive lost the last 4/5 games on Emperor now. But Im learning to focus food and production (and workshops) in my cap and let my other cities do the research, using great people to unlock techs instead of becoming great specialists, and that is making things alot easier, early game.
 
I'm a little late but congratulations on the new subforum! K-Mod is awesome & it's well deserved.

And I see Leoreth posting here... by your powers combined does that mean there will be RFCK-MoDawn of Civilization? : P
 
I'm lurking here because I want to merge in K-Mod at some point :D
 
Regarding difficulty - I was an Immortal level player before but now I can't really play this level. The reason is that it has become difficult to survive the early game - AI comes after you really fast and with large stacks. Even if you fight him off, you will be fatally crippled.
I still can win on Emperor most of games but they are highly competitive.
 
I can only comment on the difficulty of Team vs AI games, but we dropped from a 90% win rate on immortal to around 20%. On the other hand emperor is still relatively easy.
But as Gavagay said - now the AI can really handle its stacks when it hurts the humans a lot ;)

And I still wait for the first win on huge maps with big land mass. There is always at least one AI, that is too far away to be prevented from researching and/or conquering as crazy. I have seen mech infs at 1650ad...
 
any idea when and if there will be a new version?
Probably within the next week.


I do a fair bit of map creation and auto-play would be a great help, is this part of your Mod or something else?
The auto-play feature is included in the mod, but it is only available if the cheat code is entered into the .ini file, and only in single player games.

The code is:<spoiler>chipotle</spoiler>
(It's not really a big secret...)

With the cheat code enabled, press ctrl+shift+x while in the game. This brings up a box asking for how many turns you want give control to the AI.
 
Yes. The great work culture is calculated by `CvUnit::getGreatWorkCulture`.

In case anyone is wondering why great work culture was changed, it's to counter-balance the changes to the way cultural influence spreads around cities. In the standard BtS rules, the great work would put 4000 culture into the city itself, but it would do essentially nothing to the culture of the land around the city. Whereas in K-Mod, all of the culture from the great work affects the land around the city in the same way it would if the city had produce the culture from normal means.

The crux is that the flat 4000 culture from the standard BtS rules was simply too powerful in the new K-Mod rules. The great artist from music was often enough to fatally cripple an enemy civilization by doing a culture bomb which they'd have no hope of pushing back for hundreds of turns. It could flip multiple cities; and cities which were a bit out of range would be robbed of the workable land. -- It was simply too powerful.

With the culture reduction, it's often still feasible to flip enemy cities with an early culture bomb, but it isn't as crippling because it doesn't take so many turns for the enemy to push the culture back out again. I'm not completely sure that the current rules are ideal, but it seems reasonably balanced to me.
 
In case anyone is wondering why great work culture was changed, it's to counter-balance the changes to the way cultural influence spreads around cities. In the standard BtS rules, the great work would put 4000 culture into the city itself, but it would do essentially nothing to the culture of the land around the city. Whereas in K-Mod, all of the culture from the great work affects the land around the city in the same way it would if the city had produce the culture from normal means.

Thanks for the explanation - that's clear.
 
Did you consider adding a small multiplier for what age you used the great artist as a culture bomb? It may already be like that, I dont know.

So that the great artist culture bomb would still scale well as the game progressed?
 
Did you consider adding a small multiplier for what age you used the great artist as a culture bomb? It may already be like that, I dont know.

So that the great artist culture bomb would still scale well as the game progressed?
That's exactly how it works now lol - its 800 culture x age.
 
A couple questions for Karadoc,

As you probably know I like to get the feel of each era, the military, the technology, and really get the feel of history/epic struggles in the game. I play at a slightly slower game speed. Epic but not Marathon.

1. Have you thought about adding a small (~5%) increase in tech cost for a person who is a couple techs up on the rest of the world? My perceived problem: the tech time from liberalism to rifles to assembly line seems too short. Also maybe a small diplomatic penalty for someone far ahead (people are scared of a single nation breaking "the balance of power" like in European history).

2. Custom houses and trade income seems potentially too strong at this point in the game, to me at least. Perhaps tech progression could be slowed somewhat in this direction? Again only minorly (5% or so). It would be fine, to me, if the gnp amount could be reduced, and replaced with a small production bonus.

3. Perhaps increase the epsionage costs of someone who does alot of mission against you in a small amount of time. Even if I get a good epsionage amount going, I can never come close to competing with the ai. Idk why this is, or if Im missing something (I know about great spies and courthouses etc etc). Doesnt seem to drain the ai's tech rate either.

4. As a way of slowing down monster ais tech rate. Perhaps provide a slightly larger gnp penalty for having mulitple vassals?

5. Any thoughts about making the ai a little more eco conscious about cutting its trees down? Or Increasing tree growth in the mid to late game in isolated or roadless parts of the world? These time periods would be less conflicted by balance issues (too many extra trees in the earlier ages could help spam wonders too much etc etc)

6. Any thoughts on increasing ai "consciousness" when seeing a large navy near, in, its territory. You can make a huge navy/army and just travel it through the ais borders (with open borders) and then just move out of the borders and declare war when you get where you want to be. I call this "Capital hunting", cause you can burn a capital near the ocean pretty easy this way.

7. I know you like role playing, and I dont necessarily think that ais taking notice of someone close to winning and reacting negatively towards them (canceling deals, declaring war, or hurrying their own plans of securing victory) would be opposed to role playing. A peaceful tech nation could cancel deals and bribe others to cancel deals/increase its diplomatic reputation, a warlike nation could declare war to prevent someone from winning, a religious nation could increase its own cultural/diplomatic win efforts if it noticed someone else getting close- for example, and not at a 100% always rate, just an increased chance of these things.

I would like Karadoc's opinions, but other people can feel free to chime in as well. :)
 
@charles

i play marathon. like you, i guess i dislike the quicker gamespeeds and certainly prefer to really engage in a given era.

your points:
1. seems a tad harsh to punish someone for good play to get them into an advanced techy position. i think your diplo hit idea is good though.

2. real-world tech progression is a bit like that though isn't it? you know, "standing on the shoulders of giants". technology had a pretty slow progression for most of our history but the more we know the faster the rate of progress. or something.... i had a point in there somewhere.

3. wouldn't mind that!

4. ooh i like that idea. not for the slowing ai tech rate angle. i just hate massive vassalization wrecking the war buzz.

5. no strong opinion, but in the real world i doubt the global tree-growth curve has been positive since before the industrial revolution. obv i would like more trees tho:) what about increased forest/jungle growth with environmentalism?

6. youre a bad bad man. probably a war-criminal in real-life

7. sounds like a decent idea. however, i rarely finish games and prefer leaders to have a certain character. not too pushed about "winning". i fear how any worlds that i'm part of might be affected by your brave new world of altered ai:(
 
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