[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Trying out a game as Akkad, and Harappa fairly regularly beelines the same techs you do but gets them a little faster. Not a problem in vanilla since they don't spawn, but here they kind of cause problems.
 
Trying out a game as Akkad, and Harappa fairly regularly beelines the same techs you do but gets them a little faster. Not a problem in vanilla since they don't spawn, but here they kind of cause problems.
Okay, I'll see what I can do. Harappa probably shouldn't be getting too many Techs anyways, so a simple modifier debuff should work. Additionally, would you be so kind as to post your latest Akkad game? I'd like to check your tech progress vs the AI's.
 
Will do! Sorry if I'm too bothersome with the constant updates, note I added the UHVs into my signature.

Here's a good autosave, I managed to win finally but it required quite a few reloads, so I'm doing a bit better here. It might just be me being bad at prioritizing to be honest, I don't want to accidentally make this mod be balanced for me. (Though I did try the Assyrians and Hittites again and I'm still struggling...)
 

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Will do! Sorry if I'm too bothersome with the constant updates, note I added the UHVs into my signature.

Here's a good autosave, I managed to win finally but it required quite a few reloads, so I'm doing a bit better here. It might just be me being bad at prioritizing to be honest, I don't want to accidentally make this mod be balanced for me. (Though I did try the Assyrians and Hittites again and I'm still struggling...)
Don't worry about being bothersome, you're helping an enormous amount and I truly appreciate it.

Don't worry about whether or not the mod is balanced, that's my job. You just focus on enjoying the game and telling me what you think should be changed. It's my problem to worry about making my mod enjoyable, and if the game is suited to my most engaged fans, then so be it.

I'd like to see a few saves from your failed attempts at Assyria and the Hittites if you'd be so kind. I kind of whipped those two UHVs together without testing, and went for a "set the ceiling too high and see how close people get" approach. I guess I should have said this before. I was hoping people would come out of the woodwork saying things like "I could only get X/20 trade routes" or some such and that I could begin balancing around that data.

I guess the main problem I've been having recently is that I'm not certain of what people have accomplished in CMC. !!! That just gave me an idea...
 
I need to get better with saves so I can help you more! Here's a whole crop of my autosaves from those Assyrian and Hittite games
 

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I need to get better with saves so I can help you more! Here's a whole crop of my autosaves from those Assyrian and Hittite games
OH MY! Thank you so much, this is amazing! I'm currently trying to get the Babylonian AI to stop getting conquered so much, but once I'm done I'll get right to looking at these.
 
Also India's later start makes it nigh impossible to get the two Great Prophets needed to have two shrines by the due date for UHV 1, everything else is fine. I cheated to get the UHV because I knew it would be possible otherwise, but here's a pre-cheat save.

EDIT: Nevermind, it's possible, but the turn deadlines don't reflect the correct turns. It says I have until 350 AD (Turn 150), but turn 150 was much earlier than 350 AD. Playing Regular speed BTW.
 

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Polynesia done with no issues! Greece I failed UHV 1 within a few turns of spawn... also I just feel like trying to settle/conquer all the regions I'm supposed to in time might be a bit of a tall order.
Greece's settle/conquer UHV was set up by @citis as for the failure, who beat you to which tech?
 
New Update

Assyrian UHV1 extended to 700 BC. Babylonia's tech rate increased 10%, Harappa's tech rate reduced 10%. Bowmen merged with Archers again... stupid AI.
 
I didn't have a problem with the settle/conquer UHV for Greece, just for the record.
Probably because I'm terrible then, though I didn't bother trying due to immediately bailing UHV 1.
Greece's settle/conquer UHV was set up by @citis as for the failure, who beat you to which tech?
I checked, and it was Egypt beating me to Mathematics.
 
Merged latest Camp mod.

I've been incredibly fascinated by the Native American Empires ever since my change of the Mayan UP. I was amazed by their conquest over latitudes, lack of domesticated animals (barring Llamas), and the harsh geographical locations that they thrived in. While their settlement of harsh terrain is already implemented well enough, I would love to make two changes to represent their unique situations:

  • Situational distance from capital maintenance:
  1. Latitudinal distance: The further north or south a city is from the capital, the more it costs to maintain. Farming is much harder with techniques not suitable to the local climate. This is a major reason why Europe, the Middle East, and Asia were home to so many empires. It's much easier to conquer a nearby nation and farm as you always as opposed to re-learning farming entirely.
  2. Local Culture: This works on two fronts, first higher culture tends towards a more unified populace and thus requiring less work to keep orderly, and second this works as an easy metaphor both for a metric on how much time and effort the locals have put into refining their farming techniques (I can't think of any other city specific variable that goes up over time, can be actively influenced by the player, doesn't go down very easily, and isn't a slider. Culture Output is a slider, but Culture Stores isn't) locals teaching settlers farming techniques (in scenarios where your culture spreads into a city before your armies do).
  • Crop-Livestock split. Why should Livestock increase health when historically they only ever served to lower it drastically? You could argue that the health bonus represents a varied diet, but I'd much rather diet and available food be represented by the food variable, and disease and likelihood of a plague be represented by the health variable. I'm currently considering giving Livestock +2 Food and +1 Unhealth, which would be a net positive even in unhealthy cities unlike a plain +1 Health +1 Unhealth.

Do note that Food, Production, and Commerce from Health, Strategic, and Luxury resources in Core territory were removed from CMC a while ago, due to my lack of skill at interface design during that time, though I am considering reimplementing it, though if it is it'll be after the Crop-Livestock split.
 
Another important difference between Eurasiafrican and American societal development (similar to your latitudinal distance and farming aspect) is that in Eurasiafrica the long strip of favourable climate facilitated the development of multiple independent socities whose interaction led to trade which led to diversified economies which led to more complexly hierarchical states and also led to the exchange of ideas that developed independently and then could be combined for much greater benefit. Amerindian societies did not have these benefits or only on a much smaller scale (Mesoamerica).
 
Another important difference between Eurasiafrican and American societal development (similar to your latitudinal distance and farming aspect) is that in Eurasiafrica the long strip of favourable climate facilitated the development of multiple independent socities whose interaction led to trade which led to diversified economies which led to more complexly hierarchical states and also led to the exchange of ideas that developed independently and then could be combined for much greater benefit. Amerindian societies did not have these benefits or only on a much smaller scale (Mesoamerica).
Good point. Can you think of any ways to represent it in-game without implementing anything too crazy, ambitious, or large?
 
Crop-Livestock split. Why should Livestock increase health when historically they only ever served to lower it drastically? You could argue that the health bonus represents a varied diet, but I'd much rather diet and available food be represented by the food variable, and disease and likelihood of a plague be represented by the health variable. I'm currently considering giving Livestock +2 Food and +1 Unhealth, which would be a net positive even in unhealthy cities unlike a plain +1 Health +1 Unhealth.
This is a really interesting idea. I have no idea what it'll do to game balance, but it's certainly much more realistic.

One alternative would be to apply the unhealthiness to the tile itself -- treat a raw livestock tile as equivalent to a wetlands (+0.5 :yuck:, I think?) and a livestock pasture as equivalent to two (or some other scale, idk), while the livestock resource would give +1 :food: to indicate that every city benefits from the more varied diet. That way, proximity to livestock increases disease (ameliorated by smokehouses), but the diet makes livestock worthwhile as a food source.
 
I think the latter is already reasonably well represented in Civ4 through the opportunity of tech trading. You could also say the opportunity for additional trade routes reflects the former aspect although it results less from geography and more from the fact that we intentionally place more civs in Eurasiafrica.

More generally though I think Civilization severely underplays the role of trade and the resulting exchange of ideas, culture and resources and how such a concept would reasonably interact with other aspects in this type of game such as societal complexity and foreign relations and if I was ever going to design a 4X game from scratch I would start from this element.
 
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