Orion's Grand Inquisition

Thank you, but I wasn´t interested in manual renaming but in automatic naming when a unit is built. I had disabled the Unit Naming in BUG and it seemed to have no effect, but apparently the effect is just for new unit types: my new musketmen are simply musketmen etc.

A possible bug: I built several caravels and gave them the explore order. They remained in port and did nothing. So nest turn I moved them manually to the open sea, gave the explore order again, and now they obeyed.

You are correct: The explore order only works after a ship moves out of port to a water plot. I believe this is an intentional behavior and not a bug.
 
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A prospecting worker just discovered Sea Minerals on a Peak.

Sea Minerals had a problem with the last version and we converted it to a strategic resource. We might consider changing the name of the resource to just minerals and make it apply to both land and sea. Thanks for pointing this out..
 
And please consider something to slow down research. Those huge cities seem to produce beakers in incredible amounts. 3 turns in Marathon for Chemistry ? Maybe the amount of beakers a city produces could be capped ? Or all techs be given a minimum time ?

And something similar with production. I am not even running my empire effectively, I avoid National Wonders like the Market Place and build all my markets and observatories etc individually, yet I have several cities able to produce a Settler Wagon in one turn. And I am not even building stuff like clock towers.

BTS has a total of 92 technologies. In OGI we have added 62 additional techs. That is about 9 more techs per era.

Under normal circumstances 9 additional techs per era would slow the progress of the game down significantly.

92 Techs / 7 = An average of about 13 techs per Era in BTS

Lets say each BTS tech takes 10 turns to research and 130 turns to research every tech in an Era.

In OGI we have 9 additional techs, which theoretically would add 90 more turns to complete an Era.

So with an average of 22 techs per era in OGI, we would have to reduce the number of turns down to 6 per tech to maintain the same game speed as we have in BTS.

In OGI we have picked up the pace to help eliminate the "Ho Hum" click through to the next turn without doing anything syndrome by providing a lot more stuff to do.

This included speeding up the tech research rate and city production rates.

Using Chemistry as an example, how much slower do you think the research time should be?
 
For my taste: reduce to 1/3. If I research Gunpowder, I want to be able to build a dozen or two of musketmen, send them somewhere, and fight a small war with them before they become obsolete. Maybe one could do something with the tech tree - I was offered Feudalism about 200 BC by an AI Churchill without Currency and several other really basic techs.

As for your argument with the number of techs per era - did you take into account the effect of all those cities with 50+ populations ? And the additional wonders ? And the additional Golden Ages ?

And I would slow down workers and workboats too. Especially once they have a couple of promotions, pretty much every coastal city fills every water tile with a resource and it´s nothing unusual to see an AI city with 6 or 8 Food resources. I really like the concepts, but for my taste it goes to fast.
 
For my taste: reduce to 1/3. If I research Gunpowder, I want to be able to build a dozen or two of musketmen, send them somewhere, and fight a small war with them before they become obsolete. Maybe one could do something with the tech tree - I was offered Feudalism about 200 BC by an AI Churchill without Currency and several other really basic techs.

As for your argument with the number of techs per era - did you take into account the effect of all those cities with 50+ populations ? And the additional wonders ? And the additional Golden Ages ?

And I would slow down workers and workboats too. Especially once they have a couple of promotions, pretty much every coastal city fills every water tile with a resource and it´s nothing unusual to see an AI city with 6 or 8 Food resources. I really like the concepts, but for my taste it goes to fast.


OGI Philosophy: There were three main reasons for the development of OGI.

  1. To improve the religious aspect of the mod with the inclusion of Inquisitors that can conduct inquisitions that actually work.

  2. To speed up the game so you wouldn’t get bored waiting for stuff to happen. As a result strategy becomes even more important than ever before. Gone are the days of slowly building up large numbers of the same type of unit for an attack. With 335 different units, every player must learn how to use dissimilar units, when attacking or defending a city. By renaissance you should be getting most if not all techs in one turn. If not, the AI is going to leave you in the dust. You have confirmed the AI uses workboats to fill water tiles with resources. The same thing also happens on land plots with workers. With more resources and routes there would normally be a need for a lot more workers and workboats. We have struck a balance by adding worker and workboat promotions.

  3. To make the consequences of a player’s actions far more significant. One bad decision can cost you the game.
There are three distinct phases that require different strategies in OGI.

Phase 1: Beginning to tech Mine Warfare. During this time you will experience the race to get a religion and the wonder race. The AI will acquire several wonders and will force you to decide which ones you really need to go after. Deciding when and if to change civics, as well as when to go after a new trait, can have huge consequences, as well as benefits. At engineering, canals can help establish needed routes over land for water units.

Phase 2: Mine Warfare to city size 50. The introduction of Mine Warfare requires a fundamental change in style of play to combat enemy mine detonation plots.

Phase 3: The war of city specialist management becomes increasingly important, after cities become larger than size 50. Setting priorities for increased culture, espionage, science and production is a delicate balance. It is possible to have a city size of 300 – 350 and the super techs allow for large numbers of promotions to consider. Most of the projects become available to build in the late game.

Bottom Line is: OGI is going to challenge you and make you think about what actions to take. Strategy is everything.
 
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So, similar situation when I attempted to install 4.00

OGI 3.JPG

Would really like to know what the issue is please. I have no problems with any other mods, updates to mods, or even new mods. Little puzzled here.
 
I have no idea whether there is any connection, but when I installed it it created it´s own folder path all the way down from C. I had to move it into BtS/Mods to all the other mods and now it works without problems.
 
So, similar situation when I attempted to install 4.00

View attachment 475628

Would really like to know what the issue is please. I have no problems with any other mods, updates to mods, or even new mods. Little puzzled here.

1. Click on the green colored bug icon on the top left hand corner of your screen to open BUG Mod Options.

2. Go to the Logging tab and verify the path is correct.

3. Go to the System tab and make sure all of the listed paths are correct.

4. Make sure you have installed OGI version 4.02 not 4.00.

5. Please let me know if you are successful or need more assistance.
 
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I have no idea whether there is any connection, but when I installed it it created it´s own folder path all the way down from C. I had to move it into BtS/Mods to all the other mods and now it works without problems.

Yes. The default install path may not work for all installations. Thus, you have to change it during the installation if your path is different from the default. However, Your solution works.
 
Haven't had a chance to try yet. I'm training a new 3rd shift crew at work. I'll let you know what happens OV, my thx.
 
We have started work on OGI version 4.03. Here is the list of changes made so far:

Spoiler :

1. Created SDK and XML code to adjust the healing rate for forts and military outposts.
2. The XML healing rate for forts and military outposts are respectively set to 13 and 6, which are less than the value of 20 in a city.
3. Added AI Handicap Boost value to the OGI status display popup at the beginning of a game.
4. Fixed BUG Mod Options text for Combat Pirate Fleet under the Unit Naming Tab.
5. Fixed SDK timer problem related to Cyber Hacker.
6. Fixed late game Python promotion error by adding another pre-check line.
7. The entire tech tree has been tweaked to modestly increase research times.
8. Rebalanced production costs for all units. The result is more production resources will be required to obtain the more expensive units.
9. Rebalanced production costs for all buildings and wonders. The result is more production resources will be required to obtain the more expensive buildings and wonders.
10. Reduced production percentage increase for several buildings. Boost is more modest.
11. Added special buildings to increase production for only one unit combat type. There are 20 of these national wonders, but only one can be constructed in a city. For example: If the Special production building for archery is built, then the city will produce Archery units two times faster than all other cities. Adds huge flavor to the game.
12. Cities will take longer to grow based upon population threshholds.
13. Fixed python error referencing the XML greeting for Hector.
14. Fixed Cyber hacker python error referencing a city.
15. Fixed python Stack Attack bug.
16. Fixed python reference to promotions INTENSITY1 and INTENSITY2.
17. Moved Map Centering from Stonehenge to Pirates Hoard.
18. Lowered increases for mobilization civics from 33 to 25 (Game Balance).
19. Added OOSLogger.py file to help locate multiplayer OOS errors.
20. Added new unit Refugee, which is similar to the immigrant, but has special rules and bigger values.
21. Used strength to cost analysis to adjust all unit costs.
22. Adjacent plots around volcanoes get +1 food.
23. Erupting volcanoes will spew lava flow on random adjacent plots.
24. Added new religion Zoroastrianism to tech Aesthetics.
25. Fixed city screen to show all 10 religions.
26. Added new unit, Pioneer, which moves 3 and starts new cities with population 2.
27. DCM air bombing has been replaced with 8 OGI air bombing missions.
28. Air bombing Mission: Bomb plot improvements.
29. Air bombing mission: Bomb routes.
30. Air bombing Mission: Bomb all domain air units on a city plot.
31. Air bombing Mission: Bomb all domain land units on a land plot.
32. Air bombing Mission: Bomb all domain sea units on a water plot or in a city or a canal.
33. Air bombing Mission: Bomb city population.
34. Air bombing Mission: Strategic Nuclear Strike (Any plot, within range except impassible plots).
35. Air bombing Mission: Tactical Air Strike (Fighters will attack the strongest unit on the plot).
36. Added new feature Lava Flow.
37. Erupting volcanoes randomly create feature Lava Flow on adjacent plots (instead of fallout).
38. Workers can remove feature Lava Flow from plots.
39. Added new promotion: Camouflage, which reduces odds against enemy air bombing missions by 5 percent.
40. Added new promotion: Decoy, which reduces odds against enemy air bombing missions by 5 percent.
41. Fixed all route modifiers to properly reflect the correct value on the tech tree.
42. Fixed all bomb promotion prerequisites to their logical flow.
43. Added Neutron warhead promotion for missile units.
44. Fixed two XML spelling errors for the word: Religious.
45. All units now have a Combat Type, which solved a boat load of XML problems.
46. Fixed Lethal strike SDK bug, which now accounts for a null value.
47. Added the terminator mod, which kills off enemy population and culture.
48. A unit executing the terminator code becomes a war criminal.
49 The war criminal unit will suffer a strength penalty.
50. A war criminal unit will cause the owning civ to incur a huge diplomatic penalty with ALL other civs.
 
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Please have a look at the quinquereme graphics. As in at least one previous version, when I built one, I got black streaks on the monitor, long black triangles coming from the monitor´s sides to the ship, and after a short time the game froze. I deleted the quinquereme and the problem was gone. I didn´t think about saving or making a screenshot, but I will try later this week to get a repeat.
 
Fine. I had those black streaks again, this time with an AI quinquereme. After I killed it they disappeared.

Otherwise I am again in the situation that my cities are too productive for my taste. I just got factories, and my core cities can build them too in one turn. Only that the core cities can build almost everything in one turn anyway.

I will have to start new game in a couple of days, I just had a hardware harddrive crash that is apparently final. :(

But I do have copies of almost everything (except mainly more recent game saves), so the loss is not that bad. And I will switch to SSD, so hopefully it will result in an improvement. But I do have to reinstall everything and to start a new game.
 
We have performed a unit strength to cost analysis and have made a production rebalancing effort for all units. The result is that more expensive units will take longer than just one turn to build. See post 952 for some of the latest changes being made to version OGI 4.03.
 
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