AltarisGreyhawk
Chieftain
- Joined
- Jul 6, 2006
- Messages
- 21
I have been working on a mod for SevoMod 3.0 that makes some interesting changes to the trade routes in Civ 4.
I have been playing Civ 4 for several months now, and I find Prince to be the most enjoyable difficulty setting. However, I noticed that I have a bit of a problem. On Prince, by 1300 or so, I vastly out-tech the other Civs, and on Monarch, I get vastly out-teched by the other Civs. Both of these situations are not very enjoyable, so I started looking at some alternative solutions.
Basically, this mod causes a tech leak to occur over trade routes. When a city trades with a foreign city belonging to another civ, it passes along 0.2% of points (rounded up, minimum 1 point) needed for ALL techs the foreign civ does not yet have but can research. This tech leak occurs for each trade route, so the more foreign trade routes that are open, the more a tech leak occurs.
For example, if I am playing England, and London has three trade routes with France, it is passing 0.6% points for all techs France does not yet have, but can research, each turn. The reverse is also true, where any trade routes France has open to me, passes along the same tech leak.
I am currently testing this mod (on Prince/Marathon), and it has made for a more enjoyable experience all around. I am currently around 800 AD, and no civ is more than 150 points apart in score. When one civ falls behind in tech progress, its trade routes help to boost it back up over 50-60 turns.
What's really neat about this mod is that it increases/decreases the handicap boost exponentially depending on the tech gap. If there is a large tech gap, the civ that is trailing gets a major boost from trade routes connected to its cities. As it catches up, this boost gradually dwindles away. The rules apply to both the AI and the human player, so the system is fair all around.
This also makes Closed Borders and the Mercantilsm civic more viable, as either of these will close off foreign trade routes. Basically, it forces the player to give up something for those often extremely profitable foreign trade routes.
I am interested to see what occurs in the later stages of the game. Theoretically, as tech advances increase, the tech leak will cause lagging civs to catch up even quicker, as more tech leak will occur from advancing civs. This seems realistic to me, as it never made any sense to me how a highly advanced civ could trade for 200+ years with a primitive civ, and the primitive civ not pick up on some of the advancements.
So far, I am very pleased with the results. The change is a subtle one, and with such a small percentage of points leaked each turn, the player has time to still react to the changes in foreign civ advancement. Also, it can give the player a reason to cancel open borders with a civ, something I rarely had reason to do before.
I am going to finish through my test game to see how it pans out over the scope of the game. If all looks well, I plan on posting the mod here for anyone who would be interested in giving it a try. If anyone has any thoughts/suggestions on this mod, please feel free to share them. Over all, I think it makes a nice addition to the game without causing imbalances in gameplay.
I have been playing Civ 4 for several months now, and I find Prince to be the most enjoyable difficulty setting. However, I noticed that I have a bit of a problem. On Prince, by 1300 or so, I vastly out-tech the other Civs, and on Monarch, I get vastly out-teched by the other Civs. Both of these situations are not very enjoyable, so I started looking at some alternative solutions.
Basically, this mod causes a tech leak to occur over trade routes. When a city trades with a foreign city belonging to another civ, it passes along 0.2% of points (rounded up, minimum 1 point) needed for ALL techs the foreign civ does not yet have but can research. This tech leak occurs for each trade route, so the more foreign trade routes that are open, the more a tech leak occurs.
For example, if I am playing England, and London has three trade routes with France, it is passing 0.6% points for all techs France does not yet have, but can research, each turn. The reverse is also true, where any trade routes France has open to me, passes along the same tech leak.
I am currently testing this mod (on Prince/Marathon), and it has made for a more enjoyable experience all around. I am currently around 800 AD, and no civ is more than 150 points apart in score. When one civ falls behind in tech progress, its trade routes help to boost it back up over 50-60 turns.
What's really neat about this mod is that it increases/decreases the handicap boost exponentially depending on the tech gap. If there is a large tech gap, the civ that is trailing gets a major boost from trade routes connected to its cities. As it catches up, this boost gradually dwindles away. The rules apply to both the AI and the human player, so the system is fair all around.
This also makes Closed Borders and the Mercantilsm civic more viable, as either of these will close off foreign trade routes. Basically, it forces the player to give up something for those often extremely profitable foreign trade routes.
I am interested to see what occurs in the later stages of the game. Theoretically, as tech advances increase, the tech leak will cause lagging civs to catch up even quicker, as more tech leak will occur from advancing civs. This seems realistic to me, as it never made any sense to me how a highly advanced civ could trade for 200+ years with a primitive civ, and the primitive civ not pick up on some of the advancements.
So far, I am very pleased with the results. The change is a subtle one, and with such a small percentage of points leaked each turn, the player has time to still react to the changes in foreign civ advancement. Also, it can give the player a reason to cancel open borders with a civ, something I rarely had reason to do before.
I am going to finish through my test game to see how it pans out over the scope of the game. If all looks well, I plan on posting the mod here for anyone who would be interested in giving it a try. If anyone has any thoughts/suggestions on this mod, please feel free to share them. Over all, I think it makes a nice addition to the game without causing imbalances in gameplay.