[ModPack] Total Experience

Hi Gekko! I'm playing a game with your mod, at lowest setting just for fun and I have to say it's really very very funny! Nice the idea that when you found a city you get the religion of the original city the settler is born, I appreciate a lot! It's very boring in the original game to build a lot of missionaries to spread your religion. Getting some money from the cities allows to expand faster than the original version, this mod looks a little bit more similar to CIV3, but for the sake of the truth I have to say that I didnt like so much the vanilla system discouraging expansion for specialization, so I prefer as you set your mod. It looks more logical to me that a bigger civ is also the richest and more advanced in technology than a small one. I like very much the new resources, more trade and less health problems for a city growing. Keep working this way!
 
Thanks Snake for your nice words :)

So everyone listen up ! :p

version 2.0 is 99.9% ready.

*check out the first post of this thread*
 
Hi Gekko. I really want to try your mod, but whenever i try your link File Front tells me that M-S names are offline for maintence. Is there any other way to download the mod? Thanks for your help.

Brian
 
xenophile88 said:
Hi Gekko. I really want to try your mod, but whenever i try your link File Front tells me that M-S names are offline for maintence. Is there any other way to download the mod? Thanks for your help.

Brian

were you trying to download the 2.0beta version? if you weren't, I suggest you do - it's much better ;)
( it is recommended to read my post above yours before you do )

the problem your had might be because I'm re-updating the file right now. try again in a couple minutes and it should work :)
 
Hey Gekko, Thanks for putting me in the credits. I'll definately give you feedback on the new version. Maybe before/after version 3 it might be a good idea to survey people who play this to find out areas that are exploits/unbalanced. I find so far the AI is very good at using various the additions to the mod but I am sure we can find some more balancing elements.

Cheers & keep up the good work. If you are ever interested in having a specific aspect or set of additions tested out I'll probably be up for it.

Edibi
 
Hi there Edibi, no need to thank me for putting you in the credits, you deserve it ! ;) so far I've been trying to keep things balanced, but I guess imbalances are going to be present in such a huge mod. I'm sure that the feedback that people using it are going to give will allow me to tweak things back to balanced though :)
I hope you and all the others enjoy the new version, it's been a lot of work but I think it was truly worth it ( and btw I think I have more fun modifying the game than playing it, lol) , and I can't wait to see it being 100% complete and bug-free! :goodjob:
 
A couple of early game comments. the new resources are still significantly better than the old ones. especially pearls and salt. The gold they generate gives a signficant short and medium term tech advantage.

Cultural civs are marginalized as any civ with a religion automatically expands their culture at a good clip. This also makes religions too powerful in my opinion. It is also something that the AI does not recognize.

Stonehenge becomes much less useful. It used to be a sought after wonder for non-cultural civs because it allowed for cultural expansion for non capital cities.

I've noticed that quite a few of the AI civs used the access to the statesman specialist from the palace to generate an early GP. I don't think it is game impacting but was definately unusual seeing so many GP popping up so early.

A note to all other people who are playing this mod. please give your thoughts as well. I think this is probably one of the best game expanding mods out there but your insight will make it better.

Edibi
 
In the .99 version I am having a display problem. I cant see year, gold, time left in research, all those areas are just blank. Also I am not getting any information on the land and resources when i hover the cursor over an area like you normally do. could that have anything to do with the error message?
 
I just downloaded your mod and am trying it out. I must say im impressed, not with all the additions though, but with the thought put into balance and strategy. For example i see mods that add new resources or wonders for happiness but they dont take into account that doing this destroys the police state civic as civs under representation and unversal sufferage are now able to wage war just as effectively by utilizing these new resources to keep their war weary citizens happy. I like how free speech and universal sufferage now cause more war weariness making police state more useful and helping to balance out such new resources. I see this example repeated in your mod: buffer rifleman, but the mark 5 tank to bust through them. More useful musketman, but now a sulphur requirement,. etc..

Along this same line of reasoning though i see two areas that seem a bit more unbalanced with this mod:

1) There are now many more ways to increase city health. From the new resources to the supermarkets and grocers which now give a base +1 health on top of thier resource ones. Even though the market now has a negative to health all these new bonuses have now made the Expansive civ trait less useful. +2 health bonus is now nothing.. It easily gets made up with some feng shui, tuna and the base default bonuses to supermarkets and grocers not too mention the now immensly powerful environmentalism, even though it is later. Perhaps this area needs some consideration. Suggestion: Add more health negatives. There are many ways to do this. But since your mod also encourages realism an interesting idea would be to give a health negative to quarries which seem to resemble large polluting strip mines along with oil wells and/or other improvements of the sort. Or perhaps give a couple current buildings health negatives, ones that would seem appropirate.

2) Youve increased the number of world and national wonders in the game. Doing this inadvertently increased the effectiveness of the industrial trait. Its bad enough already with a few industrial players that have stone or marble. They can basically monopolize wonder building. The more wonders there are in a game and the more useful they are = more power to the industrial trait associated with them. Suggestion: The industrial trait was already pretty unbalanced, perhaps lower it some. 50% increase is a lot, Consider maybe changing it to 25 or 35%.

Also just wanted to ask why you decided in the last change to now make it possible to have unlimited number of national wonders in each city. This really destroys the specializing aspect of cities. Before you would tailor your cities, one town might have oxford and be geared toward science, another the Ironworks and aimed toward production. A place on the sea might have tuna but no good military national wonders. With this change though the unbalancing super cities of civ 2 which became equivlant to half an empire of normal towns will make a come back. Just something for thought.

I hope you find this feedback useful. I typically play multiplayer games which reveals unbalances much better than single player as human players can exploit and abuse things much more extremely. I'll post anything else that comes up.
 
Thanks for your feedback people :)
so let's see. be aware that I'm still doing some tweaking and re-uploading the 99%beta file every once in a while, so what I'm going to say now refers to the very last changes which might not be in the file you downloaded.

1) resources : I've already balanced them out as far as it was possible. Salt and pearls now give 2gold base (was 3), I wanted them to be a little better than the others. I've also raised the benefits that quarries give, in order to have them on par with mines.

2) religions giving culture: I'll look into it and decrease the bonus culture given by religions in order to avoid this problem.

3) city health: I guess you're right. raising the bonus given by the expansive trait would be easier to do though, so that's what I'm going to do. does a +4 seem balanced enough?

4) industrial trait: I guess you're right. I'll probably decrease it to a 35% bonus for wonders.

5) unlimited number of national wonders: it just seemed silly to me to have a limit to the number of buildings available in a city. note that placing national wonders in the most appropriate cities is STILL the best way to go, so I don't consider that a problem ;)

Kurland: I suggest you try downloading the file again, you probably downloaded a corrupt version :(

edit: ok, I've just added the tweaks you guys suggested, and updated the readme. thanx! :D
 
I just picked up your mod and played it successfully on single player, and I enjoyed it greatly. However I've run into some problems playing multiplayer over the lan. I am continuosly recieving OOS errors. I'm 99% sure it has to do with all the random events. Is there an easy way to turn those events off? I also ran into a small snag with the interface. If I turn off the timelimit victory conditonthe interface no longer functions properly.

If anyone has time to help me out I'd greatly appreciate it.
 
I too am having problems running it multiplayer. It crashes right after hitting launch in the multiplayer game setup screen. I'll look and see if an error messaged flashed by or something next time.
 
[to_xp]Gekko said:
Thanks for your feedback people :)
....................

3) city health: I guess you're right. raising the bonus given by the expansive trait would be easier to do though, so that's what I'm going to do. does a +4 seem balanced enough?

+4 might be a bit much i think +3 is right on though.

Im in the process of playing a few games with your mod and for one its fun as hell im really enjoying it,, but it also seems less challenging, again because of resource imbalances.

In my current game its 960 AD, monarch level, standard map with myself and 8 AI players. in my capital i have no grocer or market but have a 15 health and 19 happiness and only two of the happiness is coming from troop supression (monarch civic). When my grocer and market get built i will have 18 health and 27 happiness which is downright ridiculous for this early in the game. But the initial 15 health and 19 happiness are insane especially considering I only have TWO buildings that affects any of these things:a temple and a forge for happiness. Add if i build my granery and aqueduct which i havent bothered with yet my grand total comes to 22 health and 27 happiness......

City and empire management are not even a challenge anymore with these numbers and Its only 960 AD. Im now able to go beserk attacking people without having to even bother building improvements that were once considered vital in order to sustain your economy. I can shatter trade deals and go to war at a whim without worrying if the lost resource will even affect me in the slightest bit. And with my city at only 11 pop yet with 27 possible happy people, war weariness wont really kick in and hamper me unless the war drags on til civ 5 comes out....

Once again, im not being negative. I love this mod a lot and see huge potential for it which is why im trying to analzye and provide feedback in hopes of helping to improve it. But it is extremely unbalanced right now in both the areas of city health and happiness. Things seemed ok before Calendar, but when that, currency and guilds came out things just exploded. I know people love adding new resources and buildings in their mods but if you drastically increase the ability to gain health or happiness the balance will get thrown way out of whack unless you also counter them with appropriate negatives to health and happiness. If you dont it will lessen the strategy of the game as I no longer need to focus on keeping or trying to attain certain resources. With a 22 health in an 11 person city, who cares if i lose a couple cows or wheat. I dont need to have good city management, just workers who are on auto and will put plantations on every appropriate item. The culture slider is pointless in terms of making people happy now. 10% of my commerce just to make 1 person happy? two if i have drama? This is now meaningless with this amount of happy people already in my cities. In addition whole civics like nationalism are now obsolete. Getting 2 more happy people is pointless when most my cities still have +10 happy people to spare. Thers is no point to this civic now when i could be in beuracracy or feudalism getting much better benefits. Monarchy even now borderlines on being pointless. I could easily see my cities getting 40+ happy people later in the game with more advanced buildings and tech not too mention if i focused on getting more religeons and their buildings. City management strategies have no purpose at these levels.

So, ok im not going to keep rambling you see my point. I wont just complain about this either and leave you to do the analyzing work. So here are some suggestions: (Also im not recommending you dump any resources as these are what add to the game, but to add counters to thier benefits)

1) Consider taking off the default base health and base happiness of things like grocers, markets and supermarkets. These buildings are already about twice as powerful as vanilla civ ones due to the increase in variety of resources in your mod.

2) Consider not adding anything else that gives happiness or health and maybe even remove things like the Feng Shui academy or have it do something different thats more unique. Perhaps +10% or 15% great people points or something like that.

2) Think about adding more health and happiness negatives to more buildings and improvements. Getting a big city early on that has all its people happy should be a privledge and a huge treasure, something to be cherished and guarded, not a guaranteed thing. Here are some ideas for this along with logical lines of reasoning to support them:
Health:
-1 health from barracks. Military training sites arent really environmentally friendly places.
-1 health from stone and marble quarries. These are basically strip mines.
-1 health from oil wells.
-1 health from coal mine. Black lung disease and hazardous conditions.
-2 health from factory instead of 1
-3 health from manufact plant instead of 2
-1 health empire wide from slavery civic. Unkept and sickly slaves are disease havens.
-.25 health per village/town. Urban sprawl takes its toll on the ecology.
-.25 health per farm. Utilizing the same land year after year depletes the soil quality and nutrients not to mention excessive use of fertilzers and pesticides polluting the area.
-.5 health per mine. Metal and ore residue and runoff arent the most friendly of things to the earth or the local water table.
-1 health from harbor but keep its resource benefits. Increased ship traffic pollutes the local waters.

Happiness:
-3 happiness if there is not at least one jungle or forest square in the city radius. Not having any nice outdoor areas that allow people to escape the city tends to depress them. Though this wouldnt apply to cites on the coast or inland lake water.
-1 happiness from any powerplant that isnt solar. No one wants a powerplant in their backyard and hyrdo plants even upset them from thier ugly looks and all the nice fish getting ground up in the turbines. (This will also make solar plants more useful.)
-1 additional happiness from nuclear plants. Even though statiscally safe, the prospect of an all out Cherynoble puts people on edge.
-1 happiness from the slavery civic. Seeing people beat and treated poorly on a daily basis stirs up dislike of the ruling class.
-1 happiness from serfdom for similar reasons.
+25% war weariness from universities. These beacons of free thought tend to generate anti war sentiment that can spread to the general populace.
-1 happiness in all cities but the capital for bureacracy. The rest of the nation despises the government workers who tax them and then waste their tax dollars in the capital.
-1 happiness empire wide from uranium. Accessing this substance opens the door for WMD's and puts people at extreme unease.
-1 happiness locally for city squares with uranium or coal mines. Mining these substances for a living isnt what most people dreamt of doing.
-1 happiness for supermarkets. These 20th century complexes mark the end of locally owned shops and result in faciliating food shopping through dreary chain-owned minimum-wage paying institutions.
-3 happiness for nuclear missle silos. No one wants one of these by their house.
-1 happiness empire wide with discovery of computers. Living in concrete jungles where everything is automated and cubicle life in front of a computer 8 hours a day is the norm makes people feel bleak and lacking in purpose.

3) I really thought it was insightful how your religeous temples were done. How they add bonuses for some resources but substract it for others. Perhaps this can be applied to more buildings. Example:
-1 happiness for a courthouse (or jail) if you have Hemp. The presence of the drug increases sentencing for minor posession crimes upsetting "casual" users who are the targets of this.
-1 happiness for a broadcast tower if you have uranium. The media scrutinizes any little mishap and overhypes peoples fears in any industry that uses the substance.

I hope some of these ideas strike you as possibilities. The goal of these suggestions is to basically complement your new resources and get the city health and happiness back to somewhat comparable levels as vanilla civ but with more variation, diversity and strategy in how you accomplish and manage your city health and happiness.

I realize these are a lot of ideas. My XML civ modding skills are decent though and if you like these ideas I could do most of them I think and then pass along the modded files to you. The more complex ones requiring python might be a problem though.
 
Many well done thoughts naf4ever, I really appreciate your insights.
I like your thinking and I'm going to add most of those changes to the mod.
there is something that strikes me though: you say that health and happiness skyrocketed when you discovered currency, calendar and guilds. so markets, guilds and tons of new resources available. In the vanilla game too you could skyrocket with those 3 techs, but I see how with 8 new resources things have gone too far. so my suggestion would be to think about ways to limit health that are more or less on the same timeperiod as the discovery of those 3 techs.

edit: ok, I've implemented many of the changes you suggested, increased the cost of grocers and markets a bit, and took away some of the resources' bonuses enabled by these 2 buildings ( those which I found to be "elite" resource only available to rich people due to the price: it is nonsense that something which is available just to a few people will help you mantain social order)
thanks for your support naf4ever! :)
 
-3 happiness if there is not at least one jungle or forest square in the city radius. Not having any nice outdoor areas that allow people to escape the city tends to depress them. Though this wouldnt apply to cites on the coast or inland lake water.
-1 happiness from the slavery civic. Seeing people beat and treated poorly on a daily basis stirs up dislike of the ruling class.
-1 happiness from serfdom for similar reasons.
-1 happiness empire wide from uranium. Accessing this substance opens the door for WMD's and puts people at extreme unease.
-1 happiness empire wide with discovery of computers. Living in concrete jungles where everything is automated and cubicle life in front of a computer 8 hours a day is the norm makes people feel bleak and lacking in purpose.

I have a bit of a problem with these ones myself.
a) In Ancient/Classical era at least, those woods (and certainly those jungles) are going to be dangerous, fearful places and in the later ages, if you want to 'get away' you could go to one outside of another city or just go to another country.
b) The subjects will despise it but the ruling classes and the authorities that support it -will- appreciate being given rule, right and control. Thus, I think it'd cancel out that one.
c) Same again
d) Sure, Uranium can be put to use into such things but when its first discovered, nobody really knows of its application as a WMD? Why not assign a +1 to unhappiness in all cities when the Manhattan Project is built?
e) True, working in a box all day isn't that great but also think of what else computers give us. Games, communication, *cough* certain other things that may not be wise to discuss and so forth. Heck, if anything, computers would -add- to happiness. Office Blocks (as a building, perhaps?) could contribute to economy majorly but do a lot of damage to happiness and maybe to culture?
 
Samael, the 5 changes you quoted I have NOT added to the game, so don't be afraid. :p I'm going to re-upload the .rar right now and edit this post as soon as I'm done with it, so that all of you can try out the latest changes:)
 
naf4ever said:
...2) Think about adding more health and happiness negatives to more buildings and improvements...
I'm not a big fan of adding tons of minor fixes - just too much to balance correctly, worry about as player, and it generally feels bulky.

Population is supposed to skyrocket at certain technologies. IMO the natural approach to keep balance would be to increase costs of later buildings & techs, and/or increase the generic health malus and unhappiness by population. Maybe from 1 to 1.5 or even 2 per population point.
 
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