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

one of the problems seems to be the lack of workers the ai builds.. can we perhaps flag them to be built more.. or perhaps reduce their building cost?

Why dont the AI build farms and get pumping out those pesants?


~exams almost over so i can get back to helping you with this myself!~
 
the AI just doesn't seem to grasp builidings producing peasants, I am not sure why.

I did update the game so that the For AI Only wonder would produce peasants - are you using that version (you can download the biq from the first post). If that isn't doing it, I can increase the rate it produces peasants.
 
cant say i have the new version, i will check it out :)
 
hmmm, having done my exams, ive been looking into the pedia... haveing more than the normal number of lux's really confuses the game.

I would recommend losing some to be bonus icons instead... should fish really be a lux (it can never be connect up anyway!)

if we cut it back down to the original number, it would also look way better in the city screen....
 
the reason they are luxuries is a quirk of the editor. Luxuries I can set the frequency that they appear, bonus resources I cannot.

I can change them. There would just be a lot less fish and shellfish.
 
yea, i noticed when fiddling about the number did drop considerably.

perhaps we could cut the number of bonus resources.. i presume the game only wants so many.. and thats why say fish are getting quite thinly spread.

Il have another play, and cut out all but originial bonus ones...leaving all the strat ones obviously.
 
I'm looking at how I can make as few changes to the tech tree as possible but move a large chunk to the second era.
 
sounds good to me... if you could make it clearer the paths of development you are taking i think that would b cool
 
the only changes I am looking at right now is changing the graphics for armored halberd,
changing to the thin tech borders,

and then trying to re-organize the tech tree by moving everything after wood working to the next age

that would mean:
dropping stone working as a requirement for Engineering

dropping metal working as a requirement for halberd

dropping stone working as a requirement for mortar

dropping dropping stone working as a requirement for monument, but just making sure all improvements based on it require the stone resource

dropping hieroglyphics requirement for currency

dropping the warrior code requirement for amphibious warfare

dropping the warrior code requirement for piracy

dropping the slavery requirement for slave rowers - probably just dropping slave rowers and slave galleys

dropping the engineering requirement for naval engineering.

dropping Shooting from Chariot and the bow chariot, since I can't make archery a requirement for it.


That's a lot of changes to the tech inter-connectedness, some of which I am okay with some of which is a little harder for me to accept.

But it would let me move about 14 advances to the next era which would help sort out the tech tree a bit.

I'm not happy with the idea, but if people won't play the mod because the tech tree is too cramped I am thinking about doing it.
 
ah im finally seeing your problem.

Someone could learn all thats needed to advance to next age.. and then "frog-leap" lots of other tecs.

why discover woodworking from the old age, if you can now discover longbows!


hmmm, its painful as its a loss of what you wanted to achieve, i.e. definitive paths..

How many disciplines would you say there are?

agri/boats/bulding/warfare? (ish)



how about 4 techs for each in the first age. the 4th in each is required for tech advances.

branching off these four you can have quite important techs.

advance to next age and do the same... Just make thr side techs good enough people wouldnt want them.



still screws up having a path.. because your paths now quite short, and you soon finsh another path!

:( promise i will get the pedia done soon!
 
Re: Tech Tree

Just a thought. Couldn't you just make one or two of the most important techs 'Required for Age advancement'? Then, players could advance to the next age and get age 2 techs - BUT - they would still need to get the tech prerequisites from the first age. For example, (and I admit I am unfamiliar with your tech tree - I only played the mod once, giving up because of tech tree problems), perhaps agriculture is the important 1st age tech allowing for advancement. This would mean that the player could get 2nd age techs requiring no prerequisites (ie: Hieroglyphics [if it was moved to the second age] - I know that you shouldn't need agriculture to get hieroglyphics but bear with me) BUT the player would not be able to get 'Rollers' [lets assume it is available in the second age] without first researching 'woodworking' [a first age tech]. This way, you can still keep the prequisites you want without jamming up that first age with techs. I understand that you dont want it to be as linear as regular conquests. Making a few core techs the 'era advancements' techs should solve this problem, yet allow you to ensure that players don't jump ahead and get longbows before they can work with wood. :)

I have implemented this a few times, and it seems to work. Perhaps this is what you are describing, but it sounds to me like you are sacrificing your tech tree - which was perhaps the best part of the mod (albeit far too difficult to actually play with - I just found it too hard to plan ahead, without closing up civ to view the jpg.... And that was just too much work - kind of took me out of the 'zone' if you know what I mean. Keep it up though. This has lots o' potential.
 
you can't make prequisites from another age.

if woodworking is in the 1st age and rollers in the second, woodworking cannot be a prerequisite for rollers.

woodworking could be a prerequisite for the 2nd age, but not for one tech in the 2nd age.

So I'm not sure what you are suggesting.
 
okay the tech tree is a bit scary.

I am working to simplify it. I have dropped: slavery, slave rowers, serfdom, shooting from chariot. (which meant dropping the units: slave, serf, slave galley, bow chariot, and the improvements - plantations, fields except fallow field, and slave auction).

I have moved the entire wood working and pottery trees to the golden age.

And still the stone age is amazingly crowded.

I'm not done with the changes. I will post a biq so you can try them out before I make them "official".
 
sounds good to me, pity ur having to sacrifice ur origianl plans tho.


one thing.. i dont like the grafics of axemen, anyway to make it back to the original version?
 
yes, I can change the graphics back to the original for axemen.

I was thinking about my original goal and it was to have divergent paths. The rest is just details I added over time. I'd rather have a playable game with divergent paths then an overly complex game with lots of details.
 
bump....whats goin on folks?
 
hey, i love the idea and the mod guys, but heres my suggestion for the tech tree. why dont you make each discipline a seperate age 1st is agri, 2nd building, 3rd boats, 4th warfare, or something. and make it so the player starts in EVERY age, ie he can access every tech from every age from the start. I know this is still a big compromise over your initial idea (which i thought was great) but if people can't handle it, this could be a solution
 
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