My take on stuff

Can't really call 4 free military units a forced military bias on the player when you start with no gold and almost no way of earning gold through the prehistoric era^^.

Some civics will put a military bias on the player some will not; but I believe some military units should always be free to allow for some defense even with a bad economy.

Except that I now loose out on non-military units for military units I will never use. :(
 
Except that I now loose out on non-military units for military units I will never use. :(
Ah I see your train of thoughts now.
I started out adding more "free units" and less "free military units" but noticed that the former didn't cover military unit (I thought it did); so then I reduced "free units" (not as much as I increased it though) and increased "free military units". All in all I haven't really changed the amount of free units in the early game noticeable from base C2C.

I will probably have to reevaluate the changes I've made for free units based on population when I get to test it out in a late game scenario (might be too much now).
 
Would it be possible to get these tags working for civics? They just don't.

Spoiler :
Code:
			<SpecialistYieldChanges>
				<SpecialistYieldChange>
					<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
					<YieldChanges>
						<iYield>0</iYield>
						<iYield>-1</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</SpecialistYieldChange>
			</SpecialistYieldChanges>
			<SpecialistCommerceChanges>
				<SpecialistCommerceChange>
					<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
					<CommerceChanges>
						<iCommerce>-1</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>2</iCommerce>
					</CommerceChanges>
				</SpecialistCommerceChange>
			</SpecialistCommerceChanges>

I want specialists to change their role in specific civics; this one, in the spoiler, is for folklore. I also want merchant to give food or hammers instead of money with barter.
 
v5.5.2

Realized today that I had only added my ideas for downsides on divine cult. I got distracted and lost my train of thoughts when I was tweaking it the first time, so, divine cult has been broken since the beginning until this version. ^^

Includes other tweaks I've made elsewhere but I don't remember them, nothing big I think.

Edit: v5.5.2.1

Hotfix
 
The most important benefit of Divine Cult is that it allows a state religion, and with that the ability to build wonders that need a state religion. So it doesn't have to be better than older civics when it comes to other factors.
 
The most important benefit of Divine Cult is that it allows a state religion, and with that the ability to build wonders that need a state religion. So it doesn't have to be better than older civics when it comes to other factors.
Your point has been taken into account in this modmod. See spoiler if you are curious on how Divine Cult is atm.
Spoiler :
8800_2015-05-26_00002.png

It is not even always better than irreligion but can be better than folklore, pretty sure folklore is always better than irreligion though.

It was broken as it added +12 unhappiness or so in all cities.

Edit: v5.5.3

U turn on maintenance in chiefdom:
Spoiler :
8800_2015-05-26_00001.png
 
All that stuff for Divine Cult is frankly ridiculous. You shouldn't need nearly a whole page length (at 1920x1080!) to read what a civic might do for you.
 
I'm inclined to agree here. In most civics, about anything that doesn't have a significant effect (3-5 effects tops) could be removed with little effect in-game.

For Divine Cult, it would be for example:
- Can chose a state religion
- Inquisitors may purge non-state religion
- Each non-state religion present gives <some malus> (:mad: or anything else)
- Cities with state religion have <some bonus> (+10% :hammers:, xp or anything else)
- Allows construction of... <buildings that require a state religion>

And you have a nice themed civic which is easy to figure out that allows you to chose and spread a state religion to get some bonuses in exchange for giving penalties if other religions are present. Let all the :yuck:, -X%:gold:, free units, great general emergence etc. to relevant other civics!
 
All that stuff for Divine Cult is frankly ridiculous. You shouldn't need nearly a whole page length (at 1920x1080!) to read what a civic might do for you.

At least it's less than in base C2C. ^^ I was wrong... Give me a moment.

I can probably remove more of the revolution specific effects in divine cult...

Edit: v5.5.3.1 Hotfix

Refined Diine cult some after consulting peers. ^^

Spoiler :
latest.png


Edit2: I think I'll remove workers build improvement faster as well for the next version.
 
I think that the :) and :mad: are somewhat excessive. +/- 6 for each one?!

Why does the Divine Cult produce a great deal of :yuck: in each city too? Does the Cult promote unsanitary living practices or something like that?
 
There is a benefit to having a state religion which gives :), and pluses to unit and building production. Do we need more on the civics?

I am not happy about the amount of unhappiness from non-state religions. Especially on the early religion civics. I can understand it on the Intolerant civic but why on the others?
 
I think that the :) and :mad: are somewhat excessive. +/- 6 for each one?!
Divine cult gives happiness through divine monument, palace, blood dance, bloddhuntress hut, temple and monastery all adding up for +7-11 Happiness in capital and 6-10 elsewhere. 2-3 religions are needed for a negative happiness, and to have three religions in a city before "Divination" tech is quite rare in my experience (but I play with religion decay on giant maps). Do you think I should reduce unhappiness to 5 for each non-state religions (or go further)?

Why does the Divine Cult produce a great deal of :yuck: in each city too? Does the Cult promote unsanitary living practices or something like that?
I was more thinking about food wastage through irrational rituals (food going to religious leaders and the gods instead of to the people) and a generally devaluation of human life, due to the unquestionable faith in the divine greatness.

But I now realized that I did this in two ways without noticing; when I added the +35% food to growth I could just as well have removed the :yuck:.


@DH: As I see it divine cult represent an earlier version of intolerant.

Are you sure that state religion give production bonuses without help from any civics? if so how much?
 
@DH: As I see it divine cult represent an earlier version of intolerant.

Are you sure that state religion give production bonuses without help from any civics? if so how much?

No I am not sure. There was no milk for coffee this morning and I am not really functioning properly.

I did not see Divine Cult as a form of intolerant. Oh well, if things aren't defined what can you expect.:mischief:
 
Well, the Romans had a divine cult, where each emperor was deified, but they were tolerant of other religions, provided that the people also paid homage to the divine emperors.

In my unskilled opinion, I'd have thought that 3-4 per non-state religion would be more than fine, but then you could reduce the happiness a touch as well.
 
@Arakhor: I'm changing the happiness to +4/-3

If anyone wonders why the hell I've included a terrain XML for the features it's because I had to move the crater- above the volcano- declaration to get the crater happiness bonus in folklore to stack with oasis and ancient forest happiness bonus.

Hope this doesn't lead to some strange bug.
 
v.5.5.4

Reevaluated unhealthiness and food to growth for all early civics.
Your first city will start growing almost immediately with only 7-9 unhealthiness from the get go. The city will require more food to grow though. Early civic reduce growth through the need for more food while later civics will only focus on unhealthiness.

Health/unhealth modifiers will for the most part be in welfare, society and economy civics from now on.

Edit: First city will recieve 0 health and 0 unhealth from civics until tribal/barter.

Edit2: v5.5.4.1

hotfix on free specialist.

Having "-1 free specialists" from the beginning of the game was not a smart move.
It made it impossible to work the first tile around the city until a population of 2.

Edit3: v5.5.5

City states got most attention this time around
Spoiler :
8800_2015-05-27_00002.png


Edit4: v5.6

A lot of the changes here had the goal of reducing the amount of effect from civics.

Edit:5 v5.7
Started making changes to Public Works & Junta, they have not been tested currently and will be tweaked more later.
Spoiler :
8800_2015-05-29_00011.png
 
v5.7.1

Made some much needed tweaks to my newly adjusted welfare civics (Public works/ Church).

8800_2015-05-29_00011.png

v5.7.2

Removed the unhealthiness in barter, the transition from communialism was too heavy on the second city you settle.
some small tweaks on subsistence and trade.
 
I started a new game on Emperor as I was suggested and I'm quite frustrated how I can spam as much cities as I want even before Sed. Lifestyle! The maintenance drops from +10 to -16 when I found a new one, but by the time the next Tribe can found a city it's at +10 again.

I'm not using your modmod, did you increase the maintenance here?
 
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