No Fest Mod

Kouvb593kdnuewnd

Left Forever
Joined
Jul 3, 2012
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Tired that your people eat so much food to grow then your population is large or that population grow so fast then it is smal.

Then this mod if for you, no fest mod bring the fest to you instead of your people.

This mod only changes three things in the game:

BASE_CITY_GROWTH_THRESHOLD from 15 to 60

CITY_GROWTH_MULTIPLIER from 8 to 5

CITY_GROWTH_EXPONENT from 2 to 1.1

Basicly it will be much more painful to start a new city, including your cap but then you get it going you will have far less trouble getting it grow large making food a more useful resource overall.
As an side effect it will make hydro start more powerful.

Feedback Plz:)
 
This could sound nice, but booooy try to improve your english, I cant rather understand what the mods does :P

Or if you cant in any way, try to find someone of your native language that speaks english! best regards
 
I played some with the mod together with the balance mod and the wonder mod.

Growth rate are more consistent especially if you use farms.
Getting a 20 pop capital at turn 99 was possible with africa with 2 growth wonders, prosperity, farms and not building colonists.

Farms and food are much more important.

Getting Outpost going is slower, but old cities can have very large population (30+), basicly expansion have been slightly nerft.

Growing from 1 pop to 2 pop cost 60 food, was 15.
Growing from 20 pop to 21 pop cost around 185, was around 600.
 
So this mod makes Earlier growth slower, but later growt faster

Not sure if that is very realistic, after all, large cities tend to stagnate in population not because of food supplies but because of Space shortages


EDIT: Its probably best if you change the description of the mod to something like:

This mod makes early city growth much slower, while lowering the requirements for growing later on, allowing the existance of high pop cities.
 
So this mod makes Earlier growth slower, but later growt faster

Not sure if that is very realistic, after all, large cities tend to stagnate in population not because of food supplies but because of Space shortages

Its not supposed to be realistic.
However gameplay wise I think it cost way to little food to grow for smal outposts while big cities have to pay more to get even a single pop then getting a few low level techs.

The game don't have the national wonders of civ 5 which was one reason why building few but powerful cities is common, expansion is still good.

But with this mod it is atleast possible to actually focus on food and big cities, try to do that with unmodded BE.

EDIT: Its probably best if you change the description of the mod to something like:

This mod makes early city growth much slower, while lowering the requirements for growing later on, allowing the existance of high pop cities.

I will do that rather soon.
 
I like what you're doing with this mod, and I've played around with it a little bit. I do feel that it goes a bit too far though, and the early game is very very slow (and dependent on having a single good food tile).

I made graphs of your mod vs vanilla vs Civ V BNW, which show that vanilla foodbox values get crazy out of hand. But I also think that it shows that the small city size cost is a lot more punitive.
I would suggest a BASE_CITY_GROWTH_THRESHOLD value of 30, a CITY_GROWTH_EXPONENT value around 1.4 - 1.6, and CITY_GROWTH_MULTIPLIER of maybe 6 or 7 might make a more balanced compromise.
 
I've been thinking about something similar just yesterday, funny how that works. :)

I think the basic idea behind the increasing food cost per pop is to incentivize players to expand. I'm not sure if such an incentive is actually necessary, as players will probably want to expand anyways. In Civ5, it probably also served to reduce the presumably somewhat frustrating "lack of tiles" gameplay that happens with a constant food requirement and as a way of making the percentage modifiers weaker.

With so few and rather small percentage modifiers in the game, the last point becomes pretty irrelevant. To counter-act the second point, you might also want to look at culture spread and at making specialists more juicy.
 
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