Minor requests and questions thread

What if the balloons were loaded with Heilum? :p
 
Those spiders are really freaking me out! my capital is totally surrounded.... :( playing as amurites and making my way to rangers at turn 110 .... :\ but it will take time ....
 
I'm having trouble figuring out how to play the Amurites very well on the hardest difficulties. Do people generally beeline up the magic techline and skip grabbing a religion? Or do you go and get at least one of the economy techs first, like trade or taxation? My economy seems really crappy with these guys for some reason.
 
with the change of wild animals in and then back out of borders... is it possible to do a check and have wild animals enter borders and spawn from civs with peace with animals? and... maybe even raise the spawn rate within the borders of civs at peace?
 
In Fall Further Animals are allowed to walk into borders of players at peace with them, and any animal which is already within borders is allowed to move within them. Thus if you share borders with an animal-lover, animals can wander into your territory from theirs (and if your territory expands onto an animal they are let in for free, but tend to walk back out and be denied return access).


I am guessing form the complaints that Ahwaric had it initially so that they can walk in from the wild into anybody's land? So either he reverted to the FF version (can go into land at peace with them) or he went back to FfH version (cannot enter any territory, and become immobile if trapped in your territory by border expansion)
 
I think I remember Ahwaric saying that animals will be free to roam into borders if they're caught in them :)
 
I'm trying to nerf hill giants until the new patch since I've just had to restart two games after desert starts with stacks of 5 hill giants showing up very early: I've tried editing their combat value in CIV4UnitInfos.xml but they still spawn with strength 7. Where else do I need to change it? I'm trying to give them strength 5 until the new patch.
 
Perhaps giving the hero promotion to units that kill one of the riders, or a dragon. Or comparable creatures.
 
Here are some more minor thoughts on balance, etc. The combination of Circle and Transmuters is broke. Transmuters makes reagents. Which is good as I assume it's there so that folks with no other access to reagents have a second path to archmages, in this case by using a great sage. But Circle has reagents as one of its researching-increasing resources. So you get craziness like Transmuters making 12 reagents and all of those counting for the Circle. I'm producing several thousand research per turn at 0% research funding, and this is on a standard sized map. On a bigger map it would go exponential. More land = more resources to turn into reagents = more research from both transmuters and circle AND you have more cities as well.

It would be pretty easy to pull reagents out of the Circle resources and put in a couple more kinds of mana. Dimensional and something else probably. Unless the superpowered interaction between Transmuters making science AND reagents plus Circle taking those reagents to make even more research is intended which I suppose is possible even though it's nutty powerful.

But then I think that the late game research/commerce/culture production needs a big nerfing as it is. It should be massively difficult to get much over 1500 beakers a turn IMO.

On a much more minor flavor note, I think silk and dye should be swapped in terms of which guild uses them. Dye makes more sense in the Globe Troupe while silk makes sense in the Intricate Weavers. Not a big deal but I kept grabbing dye and couldn't figure out why it wasn't adding to my Globe Troupe benefit until I finally checked the Civilopedia.

I've been fiddling with the balance of things like civics and corporations a bit in my files. I may do a mod solely for the purposes of balance. No new ANYTHING, just rejiggering things to balance certain civics and guilds and reduce the late game research/commerce exponential growth. For example, does anybody ever use magocracy? No, because it sucks and you already get a bazillion research a turn by the time you get to it. So I buff that one a bit while nerfing consumption and guilds a bit.
 
guys wht s the difference to have between an hingh crime rate n low crime rate????? whats the result in the game???
 
I think it effects the likelihood of a few events, but all its really meaningful effects were removed along with guilds.
 
It used to have quite a few events dealing with the Cult of the Dragon and the Ratcatchers Guilds. Both guilds depended on events and their events would be triggered by a certain crime rate.
 
Crime should probably have a bigger effect than it does now. As it is, there's no penalty at all for running the crime rate up as high as you can. Maybe increased maintenance costs and unhappiness?
 
Maybe different for good-evil, Good would want it low for order and production and evil would like it high to skim money off of it and to recruit high up crimminals.
 
Crime rate was never fully implemented. One of the mechanics that FfH experimented with and then cut. But this time it did not get cut.

It was used for the events only. High crime could cause some extra events, and very high one moved ratcatchers guild into the city (allowing some extra methods of dealing with the events).
I did not yet decide to cut it for good, as I think something good can be tailored from it. No idea atm though. Also, I have yet to start events review and it is the most connected with events.
 
espionage and crime should have influence on each other
 
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