My take on stuff

v0.6.6.4.1 - Experimental

Only 1 change.

Fixed the missing golden age indicator with some help from Afforess. :)
 

Attachments

  • 2015-06-17_00007.jpg
    2015-06-17_00007.jpg
    18.3 KB · Views: 54
Why is this?
It is because there are multiple ways of making mods and optional content and these ways are not necessarily compatible.

Can it be overcome?

Yes it can with some duplication of work. Basically this mod would need to replicate what those mods/options do, but merged with these changes.
 
A quite typical deity early scoreboard: 2015-06-21_00002.png

A bit later: 2015-06-21_00001.png

Note: Red and higher than 1 power ratio means that they have a bigger army than me (Just my preferred BUG configuration).
 
v0.6.6.5 - Experimental

Improved Golden age indicator.
Figured out how to get an icon into an interface text added by python: 2015-06-21_00002.png

I guess that warrants an update on its own, but there are other changes as well, but nothing big.

Made water and air pollution per population increase with difficulty (probably inbalanced atm.)
 
Ooh, I quite like that golden star, but I'd still like to agitate for keeping the year visible as an option.
 
in your v0.6.6.6 how many civic's block foreign trade routes, i think currently there are to many.

I haven't changed anything in that area, but I agree. The next version will remove it from subsistence, barter and nationalism.
Communialism, mercantilism and closed border will be left as is for now.

When I Start building the new civics from ground up I will get rid of mercantilism entirely because it is well represented with closed borders. Then only closed borders and gift economy civics will remove foreign trade (gift economy will most likely remove domestic trade as well).
 
Is the first post still accurate or is there a more recent (detailed) list of changes?
 
Is the first post still accurate or is there a more recent (detailed) list of changes?
The goals described there are pretty much accurate, but a detailed list of changes does not exist. Almost everything is subject to change when I start reworking the entire civic tree so I won't make a detailed change-list until I start with that. Consider this a prototype that I'm playing around with to both learn the games limits and the limits of my own capabilities; modding civ 4 is almost completely new to me, so I'm still quite slow at it.

Trying the modmod out is the only reliable way to finding out what it does atm. ;)
 
Why are Scraping and Chopping empty? Doesn't that make them even less useful?
 
Why are Scraping and Chopping empty? Doesn't that make them even less useful?

I figure more will be added to them eventually. But in the meantime, in play, I've found them extremely useful to shoot for early.

1) The fact that they don't add a building means it gives you a little research time where your production can catch up to all the buildings being added.

2) They give +1 research if you have built the Stone Tools Workshop which is one of the best things you can stretch out for in the early game.

So they're pretty dang useful as they are and may suffer more to have more added to them.
 
That is a slightly more nuanced perspective than I was expecting. I'm not totally convinced, but thank you.
 
Why not merge Scraping and Chopping into one tech, then? Piercing is now more useful and then you only have the one tech in need of fluffing up.
 
Back
Top Bottom