[Mod] Mylon Mod - New Culture Model, Terraforming, and more!

What do it ? TPerformer ?
 
Performer = 10 culture per turn (base) for the owner of the performer. It also adds +2 happiness while it's in the city.

I've been feeling short on ideas lately. I feel that adding more city buildings is not necessarily the right path to go and the fundamental nature of the game is still too similar. I need to work on some ideas to change combat and how cities work, hopefully in a way that either reduces the micromanagement or makes managing them more "fun", so the micro is enjoyable.
 
mylon, thank you very much for this mod.
ive been playing several others, including some mega (meta) mods lately, and i can honestly state that yours is truely the best :)
 
As for changing combat, what are thoughts on this idea: Units are forced to fight until they die. When a unit wins a combat, that same unit immediately begins an attack against the next unit in the stack. Blitz would be changed to heal a percentage of the damage before the next combat, only for the purpose of that combat (to represent taking on 2 armies at once).

The result of this is no longer does a really huge stack wipe out a smaller stack with almost zero casualties, especially if the really huge stack had a few artillery sacrificed at it beforehand. However, this would mean that the first attacker will almost always die. Also, the combat success calculations would have to be changed since units with little HP seem to rarely do damage against fully healed units.

Perhaps armies could be added with a diminishing returns on strength for additional units and the ability to still loose units within the army.

To combat the difficulty of keeping well trained units, players could have a "Military Experience" stat. Instead of new units getting 4 exp from a barracks, wins contribute to the military experience stat, which in turn is imparted to all units built with the benefit of a barracks. Therefore, a warmongering player will have a better army overall.
 
Some nice ideas. Unit ability to be able to choose which unit to attack, or choose which units that should be in the front and those that are in the back.
I will add an effect to too large stacks giving them a crouded negative bonus.
 
i like the idea of "military experience stats".
however, i still think that individual units should be able to amass significant experience over time.
if such a unit ever faced a stack, any attack on that stack would -- as you already said -- wipe out the experienced unit.
thus there wouldnt be too many (if any at all) experienced units around.
i think that system might be too deadly for individual units.

just my two cents :)
 
I think Mylon's idea combat takes the focus off of individual units and moves it to the civilization. Firaxis was trying to do the opposite, and I'd like to go further in their direction, but some people might support Mylon's variant.
 
why not have both? overall army experience + individual unit experience.
i think its possible to have both as long as the unit survivability remains high enough!
so id rather not see any unit being *forced* to attack until it perishes ...
 
im not sure whether this is intended.
i guess it might be a bug.
i have multiple scientists working in my cities in order to get great scientists. but my cities neither say something like 100% chance of spawning a great scientist (nor any other percentage!) nor do they produce scientists.
they produce random great people.

update:

ive had mostly scientists, now. but still 2 great merchants and some others although i dont think ive head merchant-specialists.

has anybody else experienced anything similar?
 
Morbius said:
why not have both? overall army experience + individual unit experience.
i think its possible to have both as long as the unit survivability remains high enough!
so id rather not see any unit being *forced* to attack until it perishes ...

It's possible, I'm sure. I don't like the current system where a stack of 4 people can attack a stack of 3 people and loose only loose 1 person. Or loose 0 people if lucky. Likewise with a stack of 11 attacking a stack of 10... I'll experiment with setting healing rates to the bare minimum and see if that fixes the problem.

For the most part, I'd like to change how diplomacy works. Basically, the +s and -s in diplomacy translate into happy faces and unhappy faces in cities. This applies between player civilizations as well (so the AIs actions become much more meaningful instead of being arbitrary as they are). Two players cannot, for example, trade with each other's worst enemies without causing some problems and risking unrest in their cities. Nor can they run different religions.

I'm thinking this can be based upon nationality. Trading with a worst enemy would probably be independant. That is, for each -1 a player would incur from an AI player, that civilization's cities suffer 1 unhappiness for as long as that player is at peace with the offending nation due to popular opinion growing to dislike these treacherous "allies". Likewise for being at peace with nations of a different religion, though this would probably be more pronounced in nations with nationality of the foreign religion. That is, border towns or big trade cities. On the flip side of the coin, going to war could give a war weariness discount. Perhaps even a +happiness boost, if relations are bad enough with a player. This makes considering diplomacy, especially with other players, a much more important factor, since relations will affect the performance of a civilization's cities.

Also, the AI needs to conduct diplomacy with one another. They don't go to war because they don't constantly demand each other adopts civics/religions or even stop trading. I'm not too sure about asking for help in wars...
 
Hi mylon, nice mod you put together.
I'm wondering whether it is possible to combine it with other mods, eg. Superciv which adds all sorts of different civs and leaders.
Is there a simple way to do that? Or is it necessary to go through all the various files and mix all the changes?
Thanks
 
When I load the mod, I get a Python error on CvEventinterface. What should I do about it?
 
charleswatkins said:
When I load the mod, I get a Python error on CvEventinterface. What should I do about it?

My laziness has gotten the better of me. I'll have to release a 0.34b. Or repost 0.33.
 
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