[NOT IN DEVELOPMENT] DOC Community Mod Compilation

I think Greece generally needs a boost (another settler, a galley, calendar,..). Not sure if this is enough or if egypt is just too strong.

And I started a game as Ethiopia. UHV1 (open Borders) is not achievable. Rome is collapsed in 500 AD. Persia and India did not spawn in my 4000 bc game. 2nd UHV works. 3rd UHV sounds interesting. Two problems: I founded catholiscism in 1050 AD, so no chance. And the turn number in the UHV screen is wrong (510!!).
 
I think Greece generally needs a boost (another settler, a galley, calendar,..). Not sure if this is enough or if egypt is just too strong.

And I started a game as Ethiopia. UHV1 (open Borders) is not achievable. Rome is collapsed in 500 AD. Persia and India did not spawn in my 4000 bc game. 2nd UHV works. 3rd UHV sounds interesting. Two problems: I founded catholiscism in 1050 AD, so no chance. And the turn number in the UHV screen is wrong (510!!).
I am incredibly sorry for the inconvenience, but I am still trying to balance the newest update properly before releasing it. I am struggling with getting the AI to use civics appropriately, but it should be ready within the coming week.

The newest version does not have the issues you've mentioned outside of an OP egypt/UP Greece, so expect a better experience in time. Thank you very much for the feedback.
 
More feedback, this time on the Teotihucanos:

The UA does not work. I could not build any melee units without copper or iron.

UHV 1 is a bit easy. I was way over 1000 culture at the time of the deadline without forcing it with artisans.
UHV 2 works with or without temple of the sun.
UHV 3 should be by 1000 AD. I have fullfilled it around 600 AD. So not much to do. Even some SoD with Jaguars would not be too problematic, since you have a giant army and not much else to produce in your cities.

Was a really fun game. Thanks for adding the civ. :)
 
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More feedback, this time on the Teotihucanos:

The UA does not work. I could not build any melee units without copper or iron.

UHV 1 is a bit easy. I was way over 1000 culture at the time of the deadline without forcing it with artisans.
UHV 2 works with or without temple of the sun.
UHV 3 should be by 1000 AD. I have fullfilled it around 600 AD. So not much to do. Even some SoD with Jaguars would not be too problematic, since you have a giant army and not much else to produce in your cities.

Was a really fun game. Thanks for adding the civ. :)
The unique ability may be fixed on my side, though I forget if it is or not.

I'll look into improving the UHVs.

Just as an update, I did not make progress yesterday, I bought a PS4 and Kingdom Hearts 1.5 + 2.5 and 2.8, which lead to the expected level of day 1 obsession.
 
1SDAN, did you push the Maya spawn date back to 750 BC like I did? I can't remember.

More feedback, this time on the Teotihucanos:

The UA does not work. I could not build any melee units without copper or iron.

UHV 1 is a bit easy. I was way over 1000 culture at the time of the deadline without forcing it with artisans.
UHV 2 works with or without temple of the sun.
UHV 3 should be by 1000 AD. I have fullfilled it around 600 AD. So not much to do. Even some SoD with Jaguars would not be too problematic, since you have a giant army and not much else to produce in your cities.

Was a really fun game. Thanks for adding the civ. :)

Thanks for the feedback. I'm not sure to what extent CMC changes things for Teotihuacan compared to the base mod, so my response may not match your experience completely. In my experience the culture and golden age UHVs were somewhat tight, though not overly so. Can you share your strategy and/or suggest changes (e.g. number of culture points) to make them more challenging?

It's true that the 3rd UHV is somewhat easy, though I put it "in" as opposed to "by" because it includes an element of surviving barbarian pressure and stability. I could increase barbarian pressure. Another idea would be to add a requirement to control some world wonders — besides the Pyramid of the Sun, that would most likely involve technology to get the Maya/Aztec/Inca wonders.

I'll look into improving the UHVs.
Please let me take care of tweaking the UHVs (unless there's some CMC-specific component involved). Do you know what CMC changes might affect the Teotihuacan game most?
 
1SDAN, did you push the Maya spawn date back to 750 BC like I did? I can't remember.



Thanks for the feedback. I'm not sure to what extent CMC changes things for Teotihuacan compared to the base mod, so my response may not match your experience completely. In my experience the culture and golden age UHVs were somewhat tight, though not overly so. Can you share your strategy and/or suggest changes (e.g. number of culture points) to make them more challenging?

It's true that the 3rd UHV is somewhat easy, though I put it "in" as opposed to "by" because it includes an element of surviving barbarian pressure and stability. I could increase barbarian pressure. Another idea would be to add a requirement to control some world wonders — besides the Pyramid of the Sun, that would most likely involve technology to get the Maya/Aztec/Inca wonders.


Please let me take care of tweaking the UHVs (unless there's some CMC-specific component involved). Do you know what CMC changes might affect the Teotihuacan game most?
I can confirm the first two UHVs are much harder on your stand alone.
 
Please let me take care of tweaking the UHVs (unless there's some CMC-specific component involved). Do you know what CMC changes might affect the Teotihuacan game most?

Most likely the larger core I added. I'll see if I can use modifiers to get their yields back in line.

Yes, I did set the Mayan spawn back.
 
I'll try playing CMC for once and make suggestions to improve the Teotihuacan game, since that's probably the way most people play it.
 
Is the mod supposed to be currently stable? I get a crash to desktop when trying to launch the game.
 
Is the mod supposed to be currently stable? I get a crash to desktop when trying to launch the game.
It should be more stable than that, however if you're going to play this I'd rather you see it from the perspective of a version that I currently endorse. I'll release what I currently have, even though the AI is not fully balanced and the civics aren't yet locked in place.

NEW VERSION

General: Updated Hurry AI to better calculate when to run building hurries and when to run unit hurries.
General: Updated Improvement Yield AI to include bonuses that require an improvement

Despotism: Can no longer whip Units
Monarchy: New Effect! +25% Unit Production +1 Happiness per Luxury +1 Production from Fishing Boats, Orchards, Plantations
Republic: New Effect! +1 Food on Water, -1 Food on Land, +2 Food from Pasture, Camp, +2 Commerce from Fishing Boats, -2 Commerce from Plantations (To discourage Indonesia from running it even though they STILL RUN IT)
Elective: Removed commerce bonus on Pastures and Camps, added -2 Food, Commerce from Plantations (To discourage India from running it)
Totalitarianism: Can whip Buildings, removed +25% military unit production

NEW CIV: ZIMBABWE

Greece starts with Writing, not Construction

Barbarians in the Balkans and Russia to impede the Hittites

Greece starts better defended

Removed early game scripting

Hittite Lost City UP is now a Lost Core Cities UP

Hittite Iron UP counts Babylonia and Assyria again (I forgot you could attack their Iron through Persia previously, so it should be possible)

Hittite UP no longer gives +100% trade yield

Smokehouse gives Food instead of Health

updated mods

Fixed bugged late game spawns

Fixed Assyrian UHV Infrastructure

Redid the Hittite historical and contested area

Every Civic has one building that it gets doubled production for except Elective

+1 Unhealthiness from Factories
New Industrial Park effect: Costs 150. Requires Factory. +1 Health. +2 Engineers. +5% Production. +10% Production with Power

Probably many more that I've since forgotten

I released this because it's more stable than the previous version, despite having not yet tested Totalitarianism, wanting to make Greece and Rome switch to Monarchy later, and still having trouble with Indonesia and Republic*

*(Venice, Arabia and the Polynesians are inevitable collateral damage, their terrain is too similar and/or not dissimilar enough to Greece, Rome, and Carthage's to be able to discourage without scripting, which I've been trying to avoid)
 
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Still getting a crash to desktop after the update. I assume the problem is on my end, but I have no idea what it could be. Other branches launch fine.
 
Still getting a crash to desktop after the update. I assume the problem is on my end, but I have no idea what it could be. Other branches launch fine.
I don't remember anyone else bringing it up, and it's find on my side.
 
NEVER MIND I had forgotten that it wasn't simply a branch of DoC, but had to be in another folder. It works now.
 
Okay, I tried a Teotihuacan game and the criticisms are founded. I'm not sure about the numbers, but I think there are many more turns between 200 BC and the UHV target dates? Also, being able to hire a statesman with the palace makes getting Great People easier.

As a result, all UHV goals are too easy in CMC. I recommend increasing the number of required culture points to at least 1000, and the number of golden ages to 2. Also, their modifiers should probably be changed so that units are somewhat more expensive.

On the bright side, the Maya were a more formidable opponent, and had stacks of dooms of their own, so the conquest UHV wasn't trivial (though still easy).
 
Okay, I tried a Teotihuacan game and the criticisms are founded. I'm not sure about the numbers, but I think there are many more turns between 200 BC and the UHV target dates? Also, being able to hire a statesman with the palace makes getting Great People easier.

As a result, all UHV goals are too easy in CMC. I recommend increasing the number of required culture points to at least 1000, and the number of golden ages to 2. Also, their modifiers should probably be changed so that units are somewhat more expensive.

On the bright side, the Maya were a more formidable opponent, and had stacks of dooms of their own, so the conquest UHV wasn't trivial (though still easy).
Yeah, the Maya have a pretty solid production capacity for Holkans out of Tikal. You really have to dedicate quite a chunk of time to build a stack of melee units and siege units that can get past Danni-Ba. It's not a trivial matter for sure. I wouldn't mess with that one too much if you're going to make the other two easier considering the amount of time the player has to dedicate to producing units for invading the Maya.

EDIT: Zimbabwe UHV 1 is bugged. First castle I built it told me I failed the UHV, well before 1600AD

EDIT EDIT: Nevermind, someone built the Great Zimbabwe in 1180AD, but maybe that's a problem considering it takes quite a while to research the tech required to build the GZ. One noteworthy thing though I was told I failed the UHV1 twice. Once in 1180AD and once in 1400AD
 
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Okay, I tried a Teotihuacan game and the criticisms are founded. I'm not sure about the numbers, but I think there are many more turns between 200 BC and the UHV target dates? Also, being able to hire a statesman with the palace makes getting Great People easier.

As a result, all UHV goals are too easy in CMC. I recommend increasing the number of required culture points to at least 1000, and the number of golden ages to 2. Also, their modifiers should probably be changed so that units are somewhat more expensive.

On the bright side, the Maya were a more formidable opponent, and had stacks of dooms of their own, so the conquest UHV wasn't trivial (though still easy).
I knew I was forgetting some changes in that last update! I hated how there wasn't many sources of Statesmen for a huge amount of time, so I added a Statesman slot to the Palace and Granary.

I also didn't like how Aqueducts were basically a worse version of Granaries, so I gave them +1 Food, and one of the Khmer Baray, which previously had +2 Food, was changed to giving +10% Food so that this change wouldn't leave it less unique. (The Baray change is something I was deliberating during development and may end up reverting, I'm not completely confident on it)

Sewers were really useless previously, so I gave them +25% food carried over and (for some reason I can't remember) increased their cost to 200. I might want to revert that cost change.

As for the extra dates between 200BC and the UHV target dates, that's an effect of @citis's Bits of Tales mod. IMO it's a very good change, gives more time for the historical conquests of the Mediterranean.

Just pushed an update with your suggested changes. I increased the Teotihuacan unit cost modifier by 20, though I don't have time to test it just yet so I'm not sure if it's too much or not.
 
If you buff basically everything in the game across the board it is not surprising that the balance and game pace is really out of whack.
 
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