[MOD] Ultimate Strategy

You can also think that to balance out the slavery thing, a slave should appear only if a unit was successful at attacking (not at defending).
Or if you want slaves to be even more rare, they could be generated only after a city has been conquered/razed, x slaves could be generated depending on the population of the city.
 
Ya try it out some, i think its pretty balanced this way. Before if you got a slave specialist you basically got +1 free production from it for the next couple hundred turns or however long you stayed in slavery. Now you simply get a one time +15. Also before the production could be used to build military units, now its just buildings and wonders so this helps balance it out some more also.

If things still need tweaking what i could do is add a promotion that requires combat 1. Something like "slave capturing." Then only units with that promotion can actually capture slaves, but they will have an increased chance. We'll see though.

At the moment i think the labor civics are looking pretty good. Slavery is better for civs that are on the attack a lot while empires focused on development will benefit nicely from the commerce bonus from serfdom or the free specialist from caste system. Im actually concerned that emancipation might be a little weak now that all the others have gotten a bonus even though it enables gold rushing. I might give it a slight bonus to great people production which makes sense and should balance things out.

Also at the moment im working on new bonus resources but they wont just add hapiness or health. Here's what i got so far:

1)Salt - will add +10% to food yield
2)Medicinal herbs - gives your troops a better heal rate
3)Coffee - will allow you to build coffee houses which will probably give some bonus to specialists

This is all i got so far.

EDIT: I'll try to get everything running with the new patch as soon as possible. It might be a few days though.
 
Compatible with the new patch?

Also, you could rebalance the old slavery system by having each slave give +1 unhappy.

Oh, and I thought the caste system nerf was heavy because you could assign citizens to ANY specialist position, even ones you had not unlocked. That, in my opinion, was handy.

Nationalism bonus is great! Fan fricken tastic! Gunner wants to steal it for Rhye's mod :P
 
Aeon221 said:
Compatible with the new patch?

The new 1.61 patch firaxis released

EDIT: The mod seems to work ok with the new patch. There are a couple xml errors though and you cant select Mao for the Chinese. Besides that it works ok and i will try to fix the remaining errors this weekend.

Also, you could rebalance the old slavery system by having each slave give +1 unhappy.

Oh, and I thought the caste system nerf was heavy because you could assign citizens to ANY specialist position, even ones you had not unlocked. That, in my opinion, was handy.

Nationalism bonus is great! Fan fricken tastic! Gunner wants to steal it for Rhye's mod :P

The old slavery system i had was flawed because they were specialists and would get the representation bonus.

Glad you like the new feature. Borrow anything you like, just give me credit...
 
Aeon221 said:
Also, you could rebalance the old slavery system by having each slave give +1 unhappy.

this wouldn't be a very good idea, because you can't control where and when a slave would appear.
 
naf, the techtransfer doesn't seem to always work properly. I have attached a save where you can see in Madrid I get the techtransfer bonus but I have no right of passage agreements (and no writing either).


edit: update: this save was just after switching tech. I didn't actually get the bonus once the turn was over and from the next turn on the bonus building disappeared. Odd.
 
onedreamer said:
naf, the techtransfer doesn't seem to always work properly. I have attached a save where you can see in Madrid I get the techtransfer bonus but I have no right of passage agreements (and no writing either).


edit: update: this save was just after switching tech. I didn't actually get the bonus once the turn was over and from the next turn on the bonus building disappeared. Odd.

It looks like theres a possible bug that happens when you select a new tech sometimes. It inadvertently triggers the tech transfer. It goes away when research actually gets processed though so there is no false tech gain. I will remedy this though in the next update. Thanks for pointing it out.
 
I had an idea for a slight tweak to the tech transfer situation, in that instead of a flat +100% you got like +25% PER person who had the tech and had open borders with you. I think this would be more realistic but would likely unbalance things, as now if 15 of the 18 civs were on one landmass while the other three had their own, like the world maps, it would make the three isolated people fall way behind. However that's what I'm looking for, so I have no problem with it. Just a suggestion that might have already been given.
 
Vishaing said:
I had an idea for a slight tweak to the tech transfer situation, in that instead of a flat +100% you got like +25% PER person who had the tech and had open borders with you. I think this would be more realistic but would likely unbalance things, as now if 15 of the 18 civs were on one landmass while the other three had their own, like the world maps, it would make the three isolated people fall way behind. However that's what I'm looking for, so I have no problem with it. Just a suggestion that might have already been given.

I hear what you're saying, its more realistic your way but it messes up game balance. Part of the problem with the old tech swapping system was that 6 people who colluded on research could advance exponentially faster than 3 people who did because they could always make sure to research a different tech then swap it amongst each other. The reason for the flat bonus of 100% regardless of how many have the tech is to provide diminishing returns to tech trading. This way at least with human players there will be less incentives to form huge exclusive tech trading cabals that basically screws over anyone not involved in it.
 
Just did a moderate update to address compatibility issues with civ4 vesion 1.61. I also added 3 new resources and an improved version of 12monkeys plotlist enhancement.

Next on the list is to re-do the creative bonus and tweak some other traits also.
 
hi,
anyone else getting problems at the start? tech screen pops up and is empty..
but the main thing is my interface has dissapeared?
played .25+ ok......
 
I am done finals in four days and I am definetely giving this a shot. It looks like you've made a really good mod. Keep up the good work.
 
Wheedz said:
hi,
anyone else getting problems at the start? tech screen pops up and is empty..
but the main thing is my interface has dissapeared?
played .25+ ok......


What version are you guys running on Civ? I noticed the 1.61 civ patch was pretty shoddy. It seemed to update some peoples game versions fine, but gave problems to others...

EDIT: If you guys updated to 1.61 try clearing out your cache and then try the mod and let me know how that works.
 
1.61 here ,patch went smooth..like 1.52
i've already finished a game on vanilla civ using 1.61 all was smooth.
hope to find the solution, dying to play ! ;)
 
Wheedz said:
1.61 here ,patch went smooth..like 1.52
i've already finished a game on vanilla civ using 1.61 all was smooth.
hope to find the solution, dying to play ! ;)

Hmmm, ya i think the patch was a little rough on my end. Im thinking it didnt patch all the way so I wasnt able to fix all the compatibility issues with 1.61 that i wanted. I will do a fresh install and that should let me track down the problems better.
 
Ok I think i fixed it. I did a fresh reinstall and corrected the errors that were causing the interface to dissapear.

Download the new version and let me know how it goes.

Also forgot to mention in the update:

- I updated the enhanced domestic advisor to 12monkeys latest version. Its even better now and has mouseover help icons.
- Temporarily removed the enhanced military advisor as it wasnt compatible with civ4 version 1.61.
 
k seems to be working, just a quick note.
u did include Snaitf show attitude mod right?
it doesnt seem to show the attitudes at all..
mainly cuz i think of the Cvmaintinterface the PLE is overriding it or something, if you do the modification to the PLEmaininterface file it will work..

haven't gotten very far yet, cant wait to try the hemp ;) but calender is a ways off love the prod from jungles btw
 
Cool, glad it works now and that you have an interface....

Ya i just realized that myself about the attitude mod. I'll prob update it in the next patch. Keep posting if you see other little things like that i missed when i made it 1.61 compatible. Its hard to catch them all.

EDIT: Ya i think your right. I need to make the changes to the PLE file because the foreign advisor isnt showing tradable techs right either. I'll try to iron these out in the next day or two.
 
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