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PIE's Ancient Mediterranean on Deity

What do you think changing wealth and research processes to higher outputs? Right now, it's a ugly 25% both. I think it's rather crap...

Another interesting info...I shall perhaps group them in the early posts soon.

<Define>
<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>

<Define>
<DefineName>FEATURE_GROWTH_MODIFIER</DefineName>
<iDefineIntVal>25</iDefineIntVal>
</Define>

Define>
<DefineName>PEACE_TREATY_LENGTH</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>

<Define>
<DefineName>BASE_FEATURE_PRODUCTION_PERCENT</DefineName>
<iDefineIntVal>67</iDefineIntVal>
</Define>

<Define>
<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>

<Define>
<DefineName>WE_LOVE_THE_KING_POPULATION_MIN_POPULATION</DefineName>
<iDefineIntVal>8</iDefineIntVal>
</Define>

<Define>
<DefineName>GOLDEN_AGE_LENGTH</DefineName>
<iDefineIntVal>14</iDefineIntVal>
</Define>
 
What do you think changing wealth and research processes to higher outputs? Right now, it's a ugly 25% both. I think it's rather crap...

Not sure I know what you mean. Are you talking about converting hammers?
 
Yes. Right now, we need 4 hammers into either a unit of wealth or research. It was already a bad conversion in the base BTS, but not it is ridiculous I never use it.
 
Not sure I know what you mean. Are you talking about converting hammers?

Found it! CIV4ProcessInfo.xml

<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jesse Smith (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Process -->
<Civ4ProcessInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
<ProcessInfos>
<ProcessInfo>
<Type>PROCESS_WEALTH</Type>
<Description>TXT_KEY_PROCESS_WEALTH</Description>
<Strategy>TXT_KEY_PROCESS_WEALTH_STRATEGY</Strategy>
<TechPrereq>TECH_CURRENCY</TechPrereq>
<ProductionToCommerceModifiers>
<iProductionToCommerceModifier>25</iProductionToCommerceModifier>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
</ProductionToCommerceModifiers>
<Button>Art/Interface/Buttons/Process/ProcessWealth.dds</Button>
</ProcessInfo>
<ProcessInfo>
<Type>PROCESS_RESEARCH</Type>
<Description>TXT_KEY_PROCESS_RESEARCH</Description>
<Strategy>TXT_KEY_PROCESS_RESEARCH_STRATEGY</Strategy>
<TechPrereq>TECH_MYSTICISM</TechPrereq>
<ProductionToCommerceModifiers>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
<iProductionToCommerceModifier>25</iProductionToCommerceModifier>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
</ProductionToCommerceModifiers>
<Button>Art/Interface/Buttons/Process/ProcessResearch.dds</Button>
</ProcessInfo>
<ProcessInfo>
<Type>PROCESS_CULTURE</Type>
<Description>TXT_KEY_PROCESS_CULTURE</Description>
<Strategy>TXT_KEY_PROCESS_CULTURE_STRATEGY</Strategy>
<TechPrereq>TECH_DIONYSOS</TechPrereq>
<ProductionToCommerceModifiers>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
<iProductionToCommerceModifier>50</iProductionToCommerceModifier>
</ProductionToCommerceModifiers>
<Button>Art/Interface/Buttons/Process/ProcessCulture.dds</Button>
</ProcessInfo>
</ProcessInfos>
</Civ4ProcessInfo>
 
I'm pretty sure my Spear Hunters are getting more than 20XP from animals, although it does seem to slow down as you get more, i.e., you need more kills to get 1XP. I think there might be another variable to the XP equation.
 
snip....you just said the same thing above :blush:
 
Are you agreeing to the changes about hammer processes?

====================

Deforestation implementation is nowhere to be found hmmm
 
Are you agreeing to the changes about hammer processes?

====================

Deforestation implementation is nowhere to be found hmmm

I guess. Would XML changes even impact a save in process?

What are you thinking? 1/2 or 1/1
 
Goody huts change did work. Normally, I shouldn't get Fishing on Deity. And I verified, it is indeed deity.

And it is always possible to change back if something goes wrong.

50% or 100% should be good. I tend towards 100%, but given research is available so early, perhaps it is better 50% both. It's like Vanilla but without the feature to augment the result with modifiers...so it is worse...but better than 25%.
 
Goody huts change did work. Normally, I shouldn't get Fishing on Deity. And I verified, it is indeed deity.

Oh... I was not sure if you made that xml change before generating the save


I guess we could do the happy medium of 75%. Helps remedy the modifiers a bit without going full bore.
 
PIE said:
4-times more natural disasters when you are named "Apocalypto" (player's name)

The ; there is a masochistic feature.

Apocalypto was pretty epic.
 
Oh... I was not sure if you made that xml change before generating the save


I guess we could do the happy medium of 75%. Helps remedy the modifiers a bit without going full bore.

Ok, you know where it is...I have shown the location of the file. I put another 30 mins about deforestation afterwards I get over it and play the save til T20 or T30.

Lots of preliminaries, uh? :)
 
I made the xml change for huts yesterday. Do I need to change anything else?
 
I made the xml change for huts yesterday. Do I need to change anything else?

About the processes. The 75% hammer conversion thing. Research will come early. I wonder if this too much...

I am thinking. with 25% you got approximately 2 beakers, which was balanced to the neolithic...

OK, Lymond, for now, let's forget it. I think 75% will bring as much as 10 :science:, which is a serious contender to the Palace with only 4 :commerce:. Will decide later at some point (a tech?), where we will augment the ratios.

I'll play. I have still time to find solutions before the real problems arise.
 
Do what you feel is best. I'm fine either way. Just let me know where to make the change.
 
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