New Mod - Paths of Glory, choose your own path through the ancient world

ah ok, ive printed it off and will study a fair bit... one thing i noticed with my first game was worker production... it seems a little intense! almost every building seems to randomly want to produce one every 10 turns.... why does a pig sty, or a quarry create workers?? just seems a little odd.

Saying that... i didnt researh roads straight away, managed to cripple my economy with all these workers.. once i finally realised i couldnt build road/got "trail blazing" they quickly converted my lands and all was well again.
 
improvements from animal domestication and agriculture produce peasants - which is how they produce population. You can use the peasants as workers or have them join a city.

since military units require population to produce, getting more population is critical. Non-agricultural civilizations get access to special hunter and warrior units but have fewer population producing improvements - so you have to choose between hunter civs and agricultural civs.
 
i cant wait to play this mod! :cool:

the whole concept you have witht the tech tree is awesome, my only prob is that i get an error when i try to start a game.... :cry:
 

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im starting to realize that i have way too many mods and junk in my civ directory :crazyeye:

i think ill just take a minute and reinstall..... :(
 
well, i did a complete reinstall. i got both civ and conq patched and i still got an error trying to load the scenario....... :confused:
 

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right, Sean

you have to follow the instructions in the first post.

every mod has to be in a folder named after the mod. If you just unzip it and put the folders and files into the conquests folder you get the error you are getting.

when you unzip it - unzip it into a folder called "Paths of Glory". Then put the entire Paths of Glory folder into the conquests folder.
 
using the pesants to increase your city isnt needed tho... i find my citys grow without much problem... ive been adding the workers to the city just to avoid their numbers crippling my economy.

dont know why but i just cannot get a decent economy... lux set zero/sci at only 10% and i still losing money.

either cut down the number of buildings that produce workers.. or make the land harsher so growth is restricted.


also.. your aim was to restrict development down to certain paths... with trading i soon have every tech, regardless if i was wanting to go down that path... perhaps tech trading should be stopped/resricted?


Dont get me wrong, i love the ideas/units/buildings & most things behind this game.. it just need tweeks to really work.
 
[dont know why but i just cannot get a decent economy... lux set zero/sci at only 10% and i still losing money.

either cut down the number of buildings that produce workers.. or make the land harsher so growth is restricted.]

Sounds like you need to reduce the number of improvements you have that produce peasants. Most of them cost $2 maintenance, they are probably what is crippling your economy. Money is a lot tighter in this game in general - you can't build all of the improvements.

Note for money - what you really want is a port city and to develop the naval improvements that make water produce more trade - wharf, lighthouse, and others. Then throw in a forum, marketplace, and foreign quarter and you should make plenty of money. There are many other improvements that increase taxes in a city that require it be next to a specific resource as well (bridge, winery, olive press, bazaar). One really good trade city can pretty much fund your entire civilization.
 
one trade city...... il give it a shot! :)


perhaps someone can come up with a guide... you certainly have managed to change gameplay so considerably it is needed!
 
I was thinking of writing a guide. But then I would just be writing about how I thought it should be played, and I am sure that players will find efficiencies and ways of doing things I never thought of.

For instance my playtester like stratocracy because with lots of population production he would spend lives to hurry production.
 
I have tried to edit this game in the editor, I like a nice starting spot, but I get the
moneylender error. is editing any differenent that loading I have tried several things that have worked before but no luck
 
did it work before you tried editing it?

note my instructions for instaling it

After you download the zip file, open it into a folder named after it "Paths of Glory" then place the entire Paths of Glory folder into your Conquests folder. It contains a jpg with the tech tree for reference and a readme with some notes about the mod.
 
Yup works fine, hey has anyone tried taking the chariots tech path yet?

I chose paths of glory file from either the scenenios folder or the POT sub folder
try to customize rename to somethingd like Paths of glory sunday and wallah
moneylender error. do you thing it is the file name?

other wise a few comments or argriculture. I think hunting should get a few more units. off the top of my head an uber scout with a 1 defence (deer hunter??)
and on the sorta crazy side a walrus kyack (lite and heavy ocean going but only 2 moves) also argricuture should be spread out a bit more before you reach the farmer unit, maybe fertilaztion or later

as for the mysteries of life Beans what is up with them, right now I am under the impression that the hide under silkworms??
and last but not least while it was the bronze age it had a short lived copper period before the wide spread uses of bronze maybe you could take a third of those bronze units and demote them to copper

last but most I think the units should go higher in power as time goes on 5 and 6 for bronze and 8 nines and tens for iron But that is just me
 
oh thats an odd thing... straight away i get to chose my type... and theres only democracy as a choice.. is that meant to be like that?
 
Yes.

There are 4 governments (not including anarchy). You get them very early, but they require different advances. I think democracy is open to everyone.

Stratocracy - rule by warriors (Warrior Code)
Has more unit support, low war weariness, can build Contests
Plutocracy - rule by the wealthy (Trade)
Trade bonus, but units cost double maintenance.
Theocracy - rule by the priests (Ceremony)
Can build cult shrine and cult temple - cheap, low maintenance improvements that produce culture (and temple produces +1 happiness).

Democracy and Plutocracy have the lowest corruption but it is still pretty high. You have to build corruption lowering improvements.
 
"other wise a few comments or argriculture. I think hunting should get a few more units. off the top of my head an uber scout with a 1 defence (deer hunter??)"

Scouts require pathfinding. I don't want hunting which has no requirements to give a better scout then pathfinding which is more expensive and has a requirement. Have you gotten hunting without having agriculture? You get a spear hunter unit that is a 1/1/1 unit which you can use for scouting (and it has no maintenance cost).


"and on the sorta crazy side a walrus kyack (lite and heavy ocean going but only 2 moves)"

I've thought about kayak. But I have outrigger canoe and they would seem to be about the same.

"also argricuture should be spread out a bit more before you reach the farmer unit, maybe fertilaztion or later"

Farmer unit exists only to eliminate the special hunter and warrior units you get if you do not have agriculture.

"as for the mysteries of life Beans what is up with them, right now I am under the impression that the hide under silkworms??"

Beans require crop rotation which is very expensive. So you may never get to them.

"and last but not least while it was the bronze age it had a short lived copper period before the wide spread uses of bronze maybe you could take a third of those bronze units and demote them to copper"

Metalworking is considered to include copper, but I don't have copper units. I don't think there were really copper armored units, they used the copper for weapons.

As to the unit stats for bronze and iron - the greeks used bronze armor even in the iron age. It is my understanding that the main benefit of iron was that it was much more common then tin. Later iron such as medieval was dramatically improved, and it did make better weapons - but not that much better.
 
Sorry,but i still dont understand why you cannot spread the different techs across the different ages, couldnt you then fit them all in?
 
okay let me try to explain.

You have Age 1 and Age 2. Certain techs are required to get from Age 1 to Age 2. Once you are in Age 2, you can learn all of those techs - they cannot have any prerequisites from Age 1.

So let's make up some techs Tech 1A, Tech 1B, Tech 1C, Tech 1D (in Age 1), and Tech 2A, Tech 2B (in Age 2).

I can make Tech 1A, 1B, and 1C required to go from Age 1 to Age 2, and make Tech 1D not required.

That means to be able to learn Tech 2A and Tech 2B you need to learn Tech 1A, 1B, and 1C - they are all requirements of those 2 techs.

To put names on them - if I put philosophy and the wheel in the 2nd age, then to learn them you would have to develop metalworking. I don't want you to have to develop metalworking to develop those other techs.

The division into ages is what makes basic Civ have a linear tech tree. You have to get a clump of techs (basically all of them) to get to the next set of techs - that may be entirely unrelated, but because of the age structure it has to work that way.
 
I understand your point about the scout, but geez everbody was trying to pawn off agriculture while I was trying to race around the other side of a small continent to get my lions and bears (o my) and I am thinking gee if this was set up different, say gardening
(roots) root farm or root celar, grain harvesting (famr grain farm grains maybe some more)
argriculture, wines, olives maybe other stuff, then irrigation, with that farmer boy cut off
I would have made a few extra trades

Turning the coin on the other side, perhaps bone working, flint nabbing and skinning cound be early hunter techs, the spear hunter with one, bow hunter with two
have furs show up with three...

I really like the mod alot
 
how about making just one tech, very easy to research...quick and available from the start.. that is the only required tech to advance to next age? Everything then can be split between the different ages and so paths of discovery become more clear.


also,you only really go down certain paths if tech trading is restricted, or you soon have all availble to you.. how about making techs not tradable?
 
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