New Mod: "Bigger, Better Worlds"

Wasn't the invisible thing fixed in the last patch? Not sure, but I haven't had any issues in my mod and haven't heard of this with any other mods lately. Maybe it should be tested again.
 
some ideas for you

2) The type of navigation we all know about is that based on viewing the stars. However the Polyneasians (sp?) had a way of determining the direction of the boat which only worked by lying in the bottom of the boat and closing your eyes. In the South Pacific there is a particular wave pattern which is constant across a vast area.

With the viking expansion across the North Atlantic there is a wind stream which blows one way and a current which goes the other way with in a few (to an Australian, ie less than 700 miles :) or a days drive) miles of each other.

The question is do you want a civ to have this ability for all its ships from its civ-trait - seafaring? Or is this a new tech? Or maybe a wonder or seafaring civ wonder which produces a special ship every so often?

Pesonally I prefer the last.

As to the type of ship? Some sort of scouting expidition and/or migration canoe with some defense and no attack.

3) I like forrests being impassible to wheeled units.

Other) Sometimes I think you are not making enough of some of the resourses. I like to build stuff in my cities so I came up with a number of improvements which required the hot-springs resource both local and as traded.
 
tjedge1 said:
Wasn't the invisible thing fixed in the last patch? Not sure, but I haven't had any issues in my mod and haven't heard of this with any other mods lately. Maybe it should be tested again.

Hmm. An interesting question. The last C3C patch came out *before* my big BBW update last spring, and the comments about the invisible unit bug were posted *after* that update, but it's possible that those having the problem hadn't upgraded to C3C 1.22....

I'll have to track down the patch notes from the 1.22 update -- they don't seem to be either in my C3C directory or on the "download patches" page here -- and check.

-- Darryl
 
this mod is awesome...i really like the longer and more in-depth ancient age. the only problem i noticed is that certain civs (in my case greece, england, and france) only built 1 or 2 cities while rome, germany, the celts and I all have huge empires. is there a difficulty setting i should be using to encourage even growth (i'm on regent)?
 
-- from Sword of Geddon: "Good to see you back DB, you are one of the most creative people on this board."

Thanks, but I'm not nearly so much a "creative" person as I am a person who's good at stealing and combining other creative folk's best ideas. ;)

-- from Dancing Hoskuld: "Or maybe a wonder or seafaring civ wonder which produces a special ship every so often?"

I'm inclined to think perhaps the Seafaring trait-specific small wonder ought to occasionally produce an ocean-capable vessel, until it's made obsolete by Astronomy and the availability of "real" ocean-going ships.

-- still from Dancing Hoskuld: "Sometimes I think you are not making enough of some of the resourses."

I'm open to any suggestions for expanded use of resources. I fully agree that some of them really don't serve much purpose yet.

-- from luxembourg87: "the only problem i noticed is that certain civs... only built 1 or 2 cities while rome, germany, the celts and I all have huge empires."

Starting location, tech development and just plain dumb luck can have a profound effect on how well (or even if) a civilization is able to expand. In the default epic game, AI civs all tend to expand at roughly the same rate. Not so in BBW. :D

-- Darryl
 
Version 2005/07/22:

- Added wonder: Encyclopedia.
- Prohibited Egyptians and Hittites from building horsemen. (Their chariot
UUs are at least as good, anyway, and now they'll be able to build them
for more than just a few turns.)
- Made Assassins "wheeled" so that the only non-wheeled units available in
the Ancient Age are scouts and workers, as intended. (Granted, assassins
are only available from a wonder, so it wasn't a big deal, but still....)
- Changed Advanced Settler cost from 1 pop and 120 shields to 2 pop and 80
shields. I decided I don't like the idea of any settler only costing
a single population point.
- Increased the shield cost of Colonists from 10 to 120. That *had* to be
a mistake!
- Renamed Warrior Code as Organized Armies.
- Added Organized Armies as a fourth prerequisite to Siegecraft.
- Removed the link between the Furs and Game resources and the tech
formerly known as Warrior Code.
- Linked Pearls to Sailing and Gems to Mining.
- Fixed a few errors in the Civilopedia.

-- Darryl
 
Great job Darryl!

You have an excellent mod and I hope the Huskers kick ass this year!
 
(1) I played your mod extensively, and don’t recall ever having this issue.

(2) I think seafaring Civs should be able to build such a boat and risk the open seas.

(3) I have tinkered with this one as well, and ended up making it passable with a very high movement cost. For your mod, I think the way it is works better.

(4) I LOVE this idea. Phoenix mod has techs in all eras based on not only traits, but culture groups and the individual civ itself. You can then make certain buildings, units, and resources unique to any of these things. You can also make trait-specific techs interact with each other or with culture techs (Religious Traits, Asian Culture and Philosophy are the prerequisites for Eastern Philosophy, for example). This type of structure gives you an endless amount of flavor possibilities.
To answer your specific questions – I think you definitely need to go this route. I love making Wonders do this for you, but I wouldn’t object to minor bonuses added right off the bat, with moderate ones available from a wonder and major ones from wonders of advanced specific traits. This CAN make things to imbalancing, but if you are carefull and fair when doling out the bonuses you should be fine.

(4a) The only thing that bugged me was that they were available to build right away – add some prerequisites (tech, building, resource….).

(5) I think it is a great idea. It should give you an economic boost, and maybe decrease happiness too.

(5a) Either that, or do not allow them to upgrade at all, as piracy is mostly gone now adays.

(6) WWI early german tanks?

My Phoenix mod uses some files from BBW (text and pcx files – biq is my own though). I planned on replacing them with my own once I finished reworking the rules, but I never finished or released the mod, so it is still in there. If you want me to upload it for you to look at I will. It is basically an experiment in rules and techs and buildings. Since I will most likely never release Phoenix officially, and BBW is one of the mods that really inspired it, I will let you scavenge whatever you can out of it. The resources are my own private collection – the pcx file has hundreds from all the mods I have worked on (Optimator, Civolution, Godzilla, Phoenix, and Fallout) as well as others I just liked and thought I might use one day. My cat is even there (a digital camera test)… 

Anyways, I don’t want to hijack your thread by posting stuff in it. Let me if you want me to or what. Glad your back bro!

-Amesjustin
 
First of let me say Thank You for the Modpack. I myself do not posses the knowledge to create something like this. I also enjoy playing to much to other learning. With that said this mod has a lot of promise, but it frustrated me to no end on my first attempt. The thing that irratates me the most is the movement accross mountains, or the lack ther of. I understand the desire to slow the game and expansion down. However, throughout history humans and civilization has moved accross mountains. The Inca are prime examples for workers being able to build roads, they can not according to the game civilepedia. Settlers should also be able to move accross mountains, how else could you explain the Inca or the Indians settling where they did? Military units have done so as well like Hannibal accross the Alps with elephants into Italy. I am not saying return movement back to the way it was in the original game play, but slow it down. Maybe make a unit sit in the mountain tile 3 turns before it can move out. As far as the road building, maybe make it 48 turns to complete a road in mountain tile.

The reason for my frustration is the fact I got stuck on a peninsula with no wood resource to expand by sea, and surrounded by mountains so I could not move out.
 
chmiel said:
The thing that irratates me the most is the movement accross mountains, or the lack ther of. I understand the desire to slow the game and expansion down. However, throughout history humans and civilization has moved accross mountains....

There really isn't any sort of terrain that humans somewhere on earth haven't settled, crossed or built roads through. Any limitations on terrain usage in a C3C mod are going to seem arbitrary or unrealistic to some folk, and probably *are* unrealistic. But a balance has to be struck between realism and gameplay.

I will freely grant that the fact that in BBW, mountains can't be crossed by wheeled units and can't be paved by roadbuilders, isn't entirely realistic. But I feel, as do most others who have commented on the matter, that it adds a valuable strategic element to the game.

I am not saying return movement back to the way it was in the original game play, but slow it down. Maybe make a unit sit in the mountain tile 3 turns before it can move out.

Unfortunately, such is not possible. No matter what the movement cost of a tile, it is impossible to force a unit to take more than a single turn to cross it.

As far as the road building, maybe make it 48 turns to complete a road in mountain tile.

The limitations on mountain terrain actually exist for two reasons. The first, of course, is to help limit early expansion. The second, though, is to maintain some element of terrain-based strategy in warfare in the later game. Allowing road (and thus railroad) building in mountain tiles, even at a slow rate, would defeat that purpose.

The reason for my frustration is the fact I got stuck on a peninsula with no wood resource to expand by sea, and surrounded by mountains so I could not move out.

I can appreciate your frustration; I've found myself in similar situations. (Try starting in a tundra tile with nothing but more tundra tiles as far as the eye can see!)

But curraghs *are* able to transport a single unit at a time, which would allow you to expand (albeit slowly) off of the peninsula by sea.

Of course, the other option when you find yourself in a truly unviable position is just to start a new game. As is noted in the documentation, luck *does* play a significant role in early expansion ability in BBW, and sometimes, well, luck sucks. :D

-- Darryl
 
My plans for the next upgrade:

(1) Switch the starting techs of Commercial and Scientific civilizations, so that Commercial civs start with Mathematics and Scientific civs start with Writing. That really doesn't make any more inherent sense than the current arrangement, but will facilitate my next change....

(2) Set all trait-specific small wonders to require prerequisite improvements. Four of them already do require buildings available with starting techs; those four will now require that you have at least two cities. The other four small wonders will require prerequisite improvements in only a single city, but which you'll only be able to build once you progress a bit in the tech tree. The commercial small wonder will require that you have a marketplace, and the scientific small wonder will require a library. (Thus the switch in starting techs noted above; it makes these requirements a bit more logical, as they'll be linked to techs that stem from the correct starting techs.) The industrial small wonder will require a smithy. I'm not entirely sure about the expansionist small wonder, since the Wheel doesn't lead to *any* tech that allows you to build an improvement, but I'm thinking that requiring worker housing makes about as much sense as anything.

(I can't link these small wonders to techs because they're already linked to techs. They're just not linked to techs that appear in the tech tree. :D And I don't want them linked to resources, as they're supposed to be available based solely on civ traits. But linking them to prerequisite buildings as described above should take care of the problem -- and I agree it *is* a problem -- of being able to build some of them on Turn One.)

(3) Set all trait-specific small wonders that don't already do so to produce units. (Other benefits may have to be toned down a bit to retain balance.) The seafaring small wonder will produce ocean-capable vessels, with stats and speed most likely between those of a curragh and a galley. The military small wonder will -- big surprise! -- produce fighting units, most likely just warriors. (They can, of course, be upgraded just like any other warriors, so they're not useless. Just free.) I'm not sure about the scientific and commercial wonders, but if all else fails, well, workers are always handy!

(4) Set all trait-specific small wonders to expire with Medieval techs. (The seafaring wonder, for example, will expire with Astronomy, which allows deliberate creation of ocean-capable vessels.) Having them keep churning out units 'til Doomsday just seems a bit ridiculous.

(5) Rename the scientific small wonder, since calling it the "Philosopher's Forum" is a bit problematic if it's built before Philosophy is discovered. :)

(6) Disable the upgrade from privateers to destroyers. Privateers will now be a "dead end," and will fade from usefulness as other naval vessels upgrade into the modern era. Yes, modern piracy exists, but the more I thought about it, the more I realized that it's aimed mostly at smaller vessels, which aren't represented in the game. In the days of classic piracy, when men such as Blackbeard, Long John Silver and Captain Jack Sparrow ruled the oceans, pirate vessels could attack even naval fighting vessels with something at least vaguely resembling parity. But I doubt any modern pirates have ever seriously contemplated taking on a battleship.

(7) Add a new "primitive" tank -- most likely Ripptide's WWI "1918" tank unit -- available with Combustion, which will upgrade to the currently-available tank, and serve as a bit of a "bridge" between cavalry and tanks.

(8) Disallow settlers from goody huts.

(9) Set Machiavelli's wonder to produce assassins slightly less frequently.

(10) Adjust the expiration tech for Slave Trade. I'm not sure why I set it to expire with Medicine. I need to come up with a more logical choice.

I'm not going to mess with additional trait-linked abilities right now, as I'm undoubtedly going to be opening a huge can of worms when I do. But I'll give the idea some more thought.

I'm also not going to worry about adding a wonder linked to the Piracy tech, though I still think it could be fun.

If you've any comments on any of those plans, speak now before I actually implement them! :D

-- Darryl
 
Wow. A whole year gone by and now you're going great guns again! The changes you've made and proposed all look good DB. Keep up the good work. Nothing makes playtesting and posting feedback more satisfying than continuous tweaking on the Modder's part. :D
 
PS: I played this mod before I got a job (in the best time: in the middle of University and 1st job). Now I don't have as much time, but I'll do it a try.
The only problem is I have no personnal life to ruin because I'm a freshman here and I have a lot to learn and to do. I hope you haven't destroyed my life :p ;)

Again, thx for the updates to a mod I know it is of the best quality and whose biggest problem is the epic scope and the adictiveness.
 
First mod I'm trying for a long time, usually just we're satisfied with standard with large worlds.

Anyway..

I like some of changes while some I feel needs improving. I'm playing a game on largest map and are almost on modern age already.

I usually play on monarch and it is usually nicely challanging but not too hard for my way of playing, but not with this mod... it was painfully easy. Balansing is hard thing to do, and currently AI is just getting crippled bit too much. I had a fairly good starting location, lot of flat area to expand, and after I took out scandinavians that were my closest opponent I had half of the continent for my self. Everyone else nearby were behind mountain ranges so I basically was uncontested through out most of the game. As you have stated, luck has lot to do with this mod, but it would be good to balanse things that even with very good start the game would stay atleast challanging. At late IA I was still one full age of tech ahead of everyone else, and moving forward in tech faster than anyone else. Propably due to less tech swapping between AI civs as there are only few anymore that can keep up with tech. After little thinking I came few possible solutions that could be tested or atleast evaluated if they would work or not.. I'll play around later and see how it could be balanced bit better.

One idea I had was to tweak out settlers. Making everyone start with 2 settlers but making settlers only avail from expansionism, and eat 3 pop. Also unchecking wheeled from settlers could ease the situation where most AI civs are. Of course it would be hard to say what kind of effect this would have to early expnsion rate, but it picked my interest so I'll do some testing.
Well it somewhat works as is, so perhaps it's better to not change too much, but testing won't hurt.

Mid game anarcy is also now quite deadly, mainly due to food consumption. Long anarchy for a bigger civ without railroads can easily cost half of the population. Makes swapping goverment types quite a pain.

Also I don't know if you intended it, but mayan UU, javelin thrower, is now actually quite good. Not that it would be overpowering, it's basically spearman with enslave ability now.. but did you know that it can be upgraded to pikemen with no additional cost... Might be true with some other spearman UU's too.

I'll post again if I find some nice way to balance AI performance without making it to expand too fast too early. All in all, very nice mod.
 
Quick idea on 'Slave Trade' expiring... why not when 'Universal Sufferage' is completed???
 
Having advance settlers cost two rather than one population means that if you start in an area with only plains then you will not be able to expand until you get Monarchy (I think). Since irrigating plains does not increase the food produced at the start of the game.

One set of improvements I modded into an early version of your mod were based on the hot springs resource. None make a big change to play, I just like building improvements. They were-

spa - requires hot springs in the city radius and no tech. Make one unhappy person content, produce 1 culture, no maintainence cost and cheap to build. Basically a place for young men to impress young women, the definition of culture since it is the women who choose what impresses them.

natural baths - require spa in the city and stone to be available, tech - masonry. Makes one content person happy reduces the chance of disease. Maintance cost 1, costs about as much as a temple. Extends the benifits of the spa to the younger and older people of the city.

luxuary baths - require natural baths and marble to be available, tech - construction. Increases money from tax to represent tourism, one more culture. Cost about the same as aquaduct, maintenance 2 per turn. Expire with sanitation.

I also toyed with a small wonder Bath available with engineering which gave a free sauna to all cities in your civ which had the same effects as the spa and natural baths but did not proceed with it. Expire with sanitation.
 
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