I do adjust the speed for the size of the map, as I play a lot on maps of 300 X 240 tiles and larger. Maps that big get a faster move rate. That goes from the curragh on up.I really like the idea of speeding up modern ships and maybe slowing them down on the coast.
Wasn't I Dutch?You have heard of deep-water ports, haven't you, Theov?
(pity that Civ3 doesn't allow terraforming water to simulate dredging)
I mean the specific feature of using a special editor to place ocean or sea tiles directly next to land tiles so as to create favoured spots where you can launch deep-water ships.Wasn't I Dutch?
Well, that’s not a million miles away from The Desert and The Mountain!One thing, which maybe is not a mechanic, but could be on the same wavelength, is vastly different kinds of culture groups / groups of civs with different branches of tech trees.
Imagine 3 groups.
Group 1 has cheap pop one settlers and expand easily, but they cant really build defensive units.
Group 2 can only build pop three settlers, but they easily build heavy defenses and culture.
Group 3 builds pop two settlers and strong attackers, but hardly any culture.
I am sure this has been tried before, but no mod immediaty comes to mind.
Awesome.Well, that’s not a million miles away from The Desert and The Mountain!
I cannot seem to get to the download of this.Well, that’s not a million miles away from The Desert and The Mountain!
timerover51, please try here: https://forums.civfanatics.com/resources/the-desert-and-the-mountain.272/I cannot seem to get to the download of this.
The art in this is really beautiful. Especially the advisors, units and some building art.Well, that’s not a million miles away from The Desert and The Mountain!
have you ever published your likely-never-to-be-complete-epic-game-mod-in-progress? I don't think you have, but it is worth sharing.An idea I would like to implement (in my likely-never-to-be-completed-epic-game-mod-in-progress), as part of a general rearrangement of the various epic-game resources, is Culture-specific (Luxury) resources revealed by Era=None techs.
I recognize some of your ideas. Maybe if you want to go that route, you can split them up in 'ancient' and 'modern' kind of culture groups. I understand you want to make America join France, England, Germany and the Vikings for obvious reasons, but then you can go the historical route of throwing Egypt, the Romans etc together.I have already made multiple changes to the various epic-game Cultural affiliations, including the Culture-group names themselves (e.g. "America" is now part of the "North European" group, Spain + Portugal have joined the "Classical/Mediterranean" group, and Egypt + India are now "Middle Eastern").
You can make luxuries appear with a certain tech. Can't you then give the Civs this tech (like many mods do - you give Euro civs the 'Euro' tech) and then link those resources with the tech? I don't know how that would happen for other Civs, but I think that works... It's too bad you can only make one the prerequisite - so the lux will be there from the start. Or you give them the Euro tech at the beginning, which is a prerequisite for the 'Stone' tech and then only the Euro civs can invent 'stone' later on in the tech tree.(Once I figure out how to do it as simply as possible) I would then like to to import some of the FiraxisConquest-specific resource-graphics (e.g. Stone, Olive Oil, Maize, Tropical Birds, Cocoa, Jade) into my mod*, to provide additional potential trade-options on Large/Huge maps with 16–24 Civs**. I was thinking, Northern Europeans (England, Netherlands, Russia, Vikings, Germany, America, Celts) could see Furs as "their" Lux, Mediterraneans would see Olive Oil, Middle Easterners would see Spices, Mesoamericans would see Cocoa, and Asians would see Jade.
This sounds like a good idea.**To reduce trade-route (re)calculations, I've removed the "Allows water-trade"-flag from Harbours (also made them cheaper, non-MIL, and available at Masonry}, and given it instead to the Palace (allowing Seafaring-Civs to conduct international trade somewhat earlier than other Civs), and a new "Shipyard" improvement (repurposed Coastal Fortress, requires "Shipbuilding" [ex. Mapmaking], a Harbour, and nearby freshwater to limit potential build-locations;
I believe that you could take inspiration from Rhye's of Civilization here: Have two culture groups for each civ, one ancient and one later (like Medieval). It is possible to have later techs unlocked by an era-none tech, you could have flavour wonders and luxuries there as well.I recognize some of your ideas. Maybe if you want to go that route, you can split them up in 'ancient' and 'modern' kind of culture groups. I understand you want to make America join France, England, Germany and the Vikings for obvious reasons, but then you can go the historical route of throwing Egypt, the Romans etc together.
I don't know where the Chinese end up then, because that culture started far before the Romans and is still going strong today.
I am not sure what you mean by this. I continually see AI workers building roads, digging mines, and putting in irrigation. Every one in a while, they will build a fortress. If I am at war, and bombard improvements from the sea, destroying them, the AI workers are back out there, clearing the damage and putting the improvements back in. They will also clear jungle and forest, and periodically clear a marsh tile. As for defending cities, when I get close to an enemy city, the workers are scurry inside, and I suspect are many times converted into defending units.I wonder.
Barbarian cities can be made with the save game editor, right?
As @Civinator found out, these don't produce culture, but could barbarian culture can be hex-edited into the game?
If that works, then perhaps in a scenario where city expansion is built on capturing "barbarian" cities and cultural conversion is enabled, it could simulate a "revolution" mechanic for an unstable empire.
Also, been experimenting with worker units without the complete worker repertoire (and thus don't have the Terraform flag). Quintillus' editor lets you enable the flag anyway, but Civinator has noted problems with the AI doing all actions anyway. My experience with it, however, has been that the AI doesn't use the workers at all. Maybe manually hex editing will have a better result.
Some experiments I've done instead were just making units with other flags do worker actions. So far, the AI only seems to do worker actions with units that have the Offense/Defense flags, with the Offense flag seemingly more functional (just preliminary results). However, the player's automated units will only do work if their cities are well defended, otherwise Automate will have the "combat workers" fortifying in them. I haven't yet seen what happens if you set attack/defense to 0 and force-check the Offense/Defense flags in the Quintillus editor, though.