Playground Mod

K, upload these icons into the art/civpedia/icons/units folder.

(included both of the icons missing, large and small for Ghost person and HWP. HWP guy is the police officer. With a shotgun and a pistol. :D)
 

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From testing so far, I can tell that Chase is a wee-bit overpowered.... They explored the entire world in an incredibly short time, and due to all the goody huts they popped, plus their expansionist trait, they're incredibly far ahead in tech than anyone else. And they're winning a war against Senso, despite the fact that they're on opposite ends of the continent. Chase can easily send hordes of soldiers to Senso lands, but it takes forever for a single Senso unit to reach Chase lands, and by then, they've been killed.

I'd recommend either removing the "Treat all Terrain as Roads" ability, and simply having them ignore movement costs for everything, or keeping the ability, but lowering their movement to 1.
 
Okay, after some playing with the barbarians, I've realized that we need to add yet another unit.;)

Barbarians need a non-Hidden Nationality defensive unit at the start of the game, cause as it is right now, they can't defend their cities without having people declare war on them constantly....
 
From testing so far, I can tell that Chase is a wee-bit overpowered.... They explored the entire world in an incredibly short time, and due to all the goody huts they popped, plus their expansionist trait, they're incredibly far ahead in tech than anyone else. And they're winning a war against Senso, despite the fact that they're on opposite ends of the continent. Chase can easily send hordes of soldiers to Senso lands, but it takes forever for a single Senso unit to reach Chase lands, and by then, they've been killed.

I'd recommend either removing the "Treat all Terrain as Roads" ability, and simply having them ignore movement costs for everything, or keeping the ability, but lowering their movement to 1.
Hmm, figured there had to be something wrong with that combo of traits. I'll just lower their movement by 1. Then see what happens.

Okay, after some playing with the barbarians, I've realized that we need to add yet another unit.;)

Barbarians need a non-Hidden Nationality defensive unit at the start of the game, cause as it is right now, they can't defend their cities without having people declare war on them constantly....

Home Guard

But we need to rework their unit lines though.
 
I lowered all the movement values of chase units by 1, and am now testing the game as Freak Attack. Having a pretty fun time so far. Most of the civilizations seem to be acting like they should. The Barbarians spent a rather long time just running around burning, raping, looting, and pillaging, until they couldn't make HN units anymore. By the time that had come, they'd turned Galaxy Wars from a major civ to a small, 4-city large nation. Barbarians then proceeded to go on a settling explosion, and now have cities nearly everywhere.
Senso acted like it normally does, with the explosion of techs, land, and money, but the second their border met the Barbarian's border, they went from expansion to defensive. I really like how any civ that comes near the Barbarians early on ends up in a struggle to survive.:D
UF, Horse, and Char acted like they normally do. The Rebs seemed to be alot less aggressive this time around, but I think that has more to do with the fact that they're surrounded by powerful neighbors than anything else.
I'm happy to say that for the first time I've seen, the Boy Union actually made an overseas colonial empire. Apparently they've finally decided to act like I've always wanted them to (Course, most of their overseas possessions were captured by Barbarians or Chase.)
The AI continues to be incompetent when it comes to playing as the Staff.
Girls, like normal, have a tech lead over everyone, but in this game, due to their really, really good starting position and a lack of any nearby enemies, they've become supa-dupa powers. They're at least 3 techs ahead of me, and I'm the second most technologically advanced civ in the game. Plus, they've gotten nearly every wonder.
At first, Chase looked like it was again overpowered, as they expanded very, very, very quickly, but as with everyone else, the second their borders touched the Barbarians, expansion turned to defensive. By the time the Barbarian assault stopped, their neighbors had strong enough units to hold off the super-fast Chase units.

Now, for some stuff Omega thinks shall improve game!:goodjob:

1) I freakin hate Stupidity. Hate it, hate it, hate it. Can we please remove it from the game? It gets really annoying to see a skull and crows over every single city in the world, and know that it will never go away. I can't use military police on my people, cause they die because of stupidity....
2) We need more happiness-causing improvements. We've got alot that cause contentness, but then my cities just end up having a bunch of content people, and only two happy guys.
3) Less maintenance cost for stuff. It's all but impossible to have a civilization with good cities that gots improvements in them, and at the same time not go bankrupt. I'm doing all I can to stay afloat, but it's very hard to maintain a positive influx of money. And when I check domestic adviser, I find that my loss of money has nothing to do with military, corruption, or any of that stuff, but instead with the huge amount of money I'm paying towards maintaining improvements.... And pretty much every AI nation, except for the Girls, is completely broke.
 
1. Oops. I ment to remove it, but I forgot. Just uncheck the box.
2. Improvements can't make happy. They can only make content. Luxuries make happy. And luxury slider and entertainers.
3. Such as what? Maintenance for buildings isn't really that massive per building...
 
I think it's more a problem of there being alot more improvements in this mod then in the epic game, and since they all cost maintenance, you end up paying more than normal.

Maybe adding more money generating buildings/money generating resources?
 
I think it's more a problem of there being alot more improvements in this mod then in the epic game, and since they all cost maintenance, you end up paying more than normal.

Maybe adding more money generating buildings/money generating resources?

Such as?
 
Another thought:

Nearly every civ has the militaristic trait. This kinda causes some lack of variety amongst the civs. While most of the nations on the Playground were geared towards war, methinks that the best thing to do would not to have almost everyone be militaristic, but only the nations that were super-militarized by militaristic. Here's what I've thought of for the new civ traits:

Boy Union: Seafaring, Commercial
Senso: Agricultural, Expansionist
Char: Industrious, Seafaring
GWC: Industrious, Scientific
 
Why I love Freak Attack:

yaydestructionsd3.jpg
 
Oh yeah. We are definitely getting rid of the plague.
 
Hooray!


Oh, and I finally fixed my money problems in the game. The main difficulty was trying to build up all my newly captured cities. They were very unproductive, cause they hadn't expanded culture borders, the tiles were underdeveloped, they were corrupt, and barely had any improvements. After I expanded the culture, fixed the tiles, built some roads, and created a secondary palace, they started being productive, and started making money instead of just taking it.
 
Slight change:

I've decided to make Chase treat all terrain as grassland and keep that 1 movement point, rather than treat all terrain as road. Just for balance reasons.

Home Guard: (Barbarian defense unit, AKA spunky kid)
Available from start, 1/6/1 unit, 30 shields. Foot unit. Standard everything else. (Revised? Or is it ok?)

And here's a question that I've been thinking of:

Since the AI uses some weird formula to determine what unit it builds independant of cost, what do we do about the teacher units? I've got 3 options:

1. Make them cheaper, weaker, and have Staff Gov support more units.
2. Make them require Homework.
3. Make them unable to be built at the start, and instead need some techs to build. (Looking at Intel)
 
I've decided to make Chase treat all terrain as grassland and keep that 1 movement point, rather than treat all terrain as road. Just for balance reasons.
Sure that shouldn't be 2 movement? Or do you want it to only be in effect when they've loaded into armies?
 
Sure that shouldn't be 2 movement? Or do you want it to only be in effect when they've loaded into armies?

Yes, some have 3. We just reduced most of them by 1. I guess I just had bad word choice.
 
Hey guys. It's been a while, and I'm glad to see you're still using my civ.

Any plans for when the new version of the mod will be released? I'm really looking forward to it.
 
Well... Clearly after summer starts for me at the very least. (That'll be mid June. It'll also be delayed because I'm taking Calc II over the summer so I won't have to waste a year learning Calc BC after I took AB. But it's a night class that meets 3 times a week.)

I'll send you a copy if you'd like to playtest it and see how it runs. (PM me your e-mail)
 
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