MrAzure's To Do List

I will look into that. I am playing snail and there us a lack of hammer buildings before the tool maker if u are stuck in an area with few relevant really sources.
I am also looking at some rarely used tags and finding ways to spend gold. I have a lot of gold from villages but capped it with sacrifices.. I am looking at it. I already have a plan to have gold cost on the new military Standards km think about.
 
I agree. If you start in without a wooded hill (trees or bamboo) your start is almost impossible. That one extra hammer is extremely important to keep up.
 
@MrAzure

Are you still going to do this?

@MrAzure

Ok I have a BIG job for you. I need you to make a "Tourism Mod" folder that gives Tourism property to ALL wonders. The amount will be equal to their base :culture:.

For example ...

Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_NOTRE_DAME</BuildingClass>
			<Type>BUILDING_NOTRE_DAME</Type>
			<PropertyManipulators>
			  <PropertySource>
			    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
			    <PropertyType>PROPERTY_TOURISM</PropertyType>
			    <iAmountPerTurn>10</iAmountPerTurn>
			  </PropertySource>
			</PropertyManipulators>
		</BuildingInfo>

Notre Dame has +10 base :culture: and thus gets +10 tourism.

A HUGE thanks in advance! :goodjob: And let me know if you have any questions.
 
I agree. If you start in without a wooded hill (trees or bamboo) your start is almost impossible. That one extra hammer is extremely important to keep up.

I am going to tweak the alpha Male and alpha female to give 1 :hammers: instead of -10% War Weariness (Male) and -10% Worker Production (Female) because the :hammers: is more important in their role than the other modifications. I will give them a lower cost (3 ) since they are the first buildings you can build. They both only enable with Strongman Civic so it will only affect the early game. It's the only way you can play Snail or Eternity without having 30 turns a building.
 
Peace Dance
+15% Enemy War Weariness
+1 :) with Tech Priesthood
Requires Baskets
Requires Weavers Hut or Seamstress Hut
Requires Dance Hut or Dance Hall
Requires Prehistoric Dance
Obsolete with Theology

Shadow Dance
+15% Espionage Defense
+1 :) with Tech Piracy
Requires Charcoal
Requires Bandit's Hideout or Gambling Den
Requires Dance Hut or Dance Hall
Requires Prehistoric Dance
Obsolete with Usury

EDIT: I am going to have an Upgrade Chain for all the Dances somewhere in Ancient or Classical that replaces the Dances. So far I have in mind Cults (Fire Cult, Moon Cult etc..) or Shrines (Fire Shrine, Moon Shrine etc..)
 
I saw that all Bug Catcher Buildings require Silk. Is it intended that you only get the Bugs resource if you are near Silk? This seems just wrong, there are plenty of other Bugs that life nowhere near Silk resources.
 
I saw that all Bug Catcher Buildings require Silk. Is it intended that you only get the Bugs resource if you are near Silk? This seems just wrong, there are plenty of other Bugs that life nowhere near Silk resources.

Silk is the stand-in map resource for "Bugs". Since we don't want every city to be able to build every one of those catcher buildings we use the resource combo technique. Silk + Other resource = Bug Building. And for the most part silk has not been used in many resource combos so now it makes it more useful as a resource.
 
Yes, this makes perfect sense from a game perspective. And it was also my own explaination why you implented this. But it suggest that Bugs are only near Silk. For examaple, on the GEM bugs life only in India / China but nowhere else. Could you add one or two other Bug producing Buildings that require Forest and Apple or something more widespread (but still rare if you want) that you at least have a chance to get them elsewhere?
 
Forest and Apple would be too common. Likewise many combos are already taken. I understand its a bit skewed for say the GEM map, but the game is made for all maps not just GEM. Not to mention one could always add silk to other places on the GEM map if they wanted bugs, however it would mean that silk would be misrepresented there. If we had had Bees as a map resource it would have been better but since Silk is the only insect based resource that's what I have to work with.
 
Forest and Apple would be too common. Likewise many combos are already taken. I understand its a bit skewed for say the GEM map, but the game is made for all maps not just GEM. Not to mention one could always add silk to other places on the GEM map if they wanted bugs, however it would mean that silk would be misrepresented there. If we had had Bees as a map resource it would have been better but since Silk is the only insect based resource that's what I have to work with.

But some insects (butterflies for example) are that common. And if you did not feel bound to use Silk in the combo, you would be freer to match the requirements to i. the correct distribution and ii. the rarity or otherwise of the bug. Eg. for Scarab/Dung Beetle: (Cow or Sheep or Pig or Horse) and Flood Plain...;)
 
@Yudishtira

1. Base buildings such as Silk, Cow, Copper, Crabs always give a building. Its the resources not available on the map such as Rhinos, Dung Beetles, Chromium, Squid are made through combo buildings.

2. It was MrAzure' idea to have a catcher for a bunch of types of buildings I just had it represented a the "Bug Catcher" for the early part of the game. So I had him tweak it to be more like the other combo buildings. For instance there are Berry Bushes, Root Tubers and Wild Herbs at the beginning of the game which are SUPER COMMON. However once you advance to to key techs these disappear as you discover more specific resources such as ...

Berry Bushes -> Blackberry Farm

Root Tuber -> Carrot Farm

Wild Herbs -> Mint Farm

Carrion -> Moose Hunting Camp

Tidepools -> Prawn Nets

Bug Catcher -> Mealworm Catcher

Wild Mushrooms -> Portobello Mushroom Gatherer

See how it works now?
 
Of course I know Silk on its own gives a building.

Specific example (that I already gave): scarabs/dung beetles have got nothing to do with silk or silkworms. Their requirements should be large animals and possibly flood plains. (And have extra benefits with Kemetism in the city).

Specific Example Redux #2: If Forest and Apple were the requirements for Butterflies, they would still be waaaaay too rare! Like the way Flowers have always been ridiculously rare, considering they are literally everywhere in reality (AND every fruit-bearing plant also bears flowers...).
 
@MrAzure,

How much testing did you do on your recent "Grand balance" for Epic and normal speeds? How much slower must the early game get to satisfy this desire to kill off expansion?

JosEPh
 
@MrAzure,

How much testing did you do on your recent "Grand balance" for Epic and normal speeds? How much slower must the early game get to satisfy this desire to kill of expansion?

JosEPh

As far as gold and food/growth/population are concerned, I think a genuine problem has been acknowledged for some time, and it's about time something was done about it. (Note that for other changes such as research, I haven't formed an opinion as yet - I may even agree with you...)

The only feasible way to get this tested adequately is to put it on the SVN for us "beta" players to playtest and offer feedback on it. It is unlikely to be perfect first time, so it will be tweaked, so play it and offer feedback so that it is tweaked to your satisfaction (assuming you don't find it already satisfactory when you play it). If it doesn't work it may even be scrapped, but it will need a lot of playing/testing before such a drastic conclusion could be reached.
 
As far as gold and food/growth/population are concerned, I think a genuine problem has been acknowledged for some time, and it's about time something was done about it. (Note that for other changes such as research, I haven't formed an opinion as yet - I may even agree with you...)

No a perception of a specific playstyle problem has been acknowledged.

The only feasible way to get this tested adequately is to put it on the SVN for us "beta" players to playtest and offer feedback on it. It is unlikely to be perfect first time, so it will be tweaked, so play it and offer feedback so that it is tweaked to your satisfaction (assuming you don't find it already satisfactory when you play it). If it doesn't work it may even be scrapped, but it will need a lot of playing/testing before such a drastic conclusion could be reached.

We've been down this particular road before, many times in fact over the last 3+ years of C2C development.

Yud I'm not a newcomer and you know that. So please don't patronize. And my post was directed at MrAzure.

JosEPh
 
I have been finding the first change to be OK for snail and noble in the prehistoric but then I realised I play with a leader who has the Sci trait so that may be the cause of all my teching too fast complaints.
 
MrAzure wrote:Tested with 2 Ai Autoplays to Medieval on Snail.

Please test on Epic and Eternity too before you keep changing the values. Only testing on Snail skews the results and is too small of a sample from the pool to base changes off of.

Plus what difficulty level are your test runs? Don't believe you stated that in the SVn thread.

JosEPh
 
Please test on Epic and Eternity too before you keep changing the values. Only testing on Snail skews the results and is too small of a sample from the pool to base changes off of.

Plus what difficulty level are your test runs? Don't believe you stated that in the SVn thread.

JosEPh

Monarch and Snail. I am testing Entenity right now on AI Autoplay.
 
Of course I know Silk on its own gives a building.

Specific example (that I already gave): scarabs/dung beetles have got nothing to do with silk or silkworms. Their requirements should be large animals and possibly flood plains. (And have extra benefits with Kemetism in the city).

That's why Dung Beetle require Silk + Elephants. The Elephant represent the large animals.

Scarabs require Silk + Incense so they will appear near deserts.

Basically Silk is the stand-in for a bug resource. The same thing is done for the crops, hunting, trapping, seafood and mineral mods. Having 2 resources requirements make them rare and thus allows us to have more resources without adding to map resources.
 
Scarabs require Silk + Incense so they will appear near deserts.

Only if there is silk near the desert too...
Just because it has been done this way for other buildings doen't mean you can't make it different with this one...
 
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