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PoundedChicken's Gameplay Tweaks 0.4.0

PoundedChicken

Warlord
Joined
Nov 4, 2016
Messages
126
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Includes various non-age specific tweaks including:
  1. Age lengths increased by 10%
  2. Crises now progress at 75% -> 83% -> 92% (originally 70->80->90)
  3. Gave Pachacuti a slight start bias bump for mountains
  4. Nerfed the galley, now 15 melee and 15 ranged strengh down from 25/20
  5. Fixed bug with Dojo Onsen where it adds a new citizen to every settlement every time there's a celebration instead of just the City in which it was built.
  6. Removed maintenance costs from unique buildings
  7. Updated counterspy diplomatic action to be able to be used multiple times simultaneously
I'll add more stuff as I find things about the game that I personally think need tweaking.

If you want to borrow any of these as examples, feel free.
 
Last edited:
v0.2
Added:
  • Fixed bug with Dojo Onsen where it adds a new citizen to every settlement every time there's a celebration instead of just the City in which it was built.
 
The Dogo Onsen fix is great--thanks for figuring out how to do that. But I prefer to play with no gameplay changes. Would you consider releasing a version that only does the Onsen fix? Or is there an easy way to do this?
 
If you remove the other config files containing those gameplay changes in the mod you can remove them, and keep the Onsen-fix.
 
v0.3
Added:
  • Removed maintenance costs from unique buildings. Idea is to get rid of scenario where 2 buildings one might say, give you +4 happiness and the other +4 gold, but meanwhile the opposite one will have maintenance costs of gold and/or happiness. Makes these buildings better at being ageless.
 
if you're collecting minor bugs to patch, i just noticed that the CasaConsistorial's unique adjacency bonus is supposed to be Culture but is actually set to Science in the database. look for "CasaConsistorialUrbanCulture"
Will do if they don't, thanks
 
Do you know if it's possible to adjust the frequency of natural disasters (apparently the setting for this in the game setup only effects intensity, not frequency)? They seem way too frequent and it feels like that would fit in well with these other changes if you're open to it.
 
Do you know if it's possible to adjust the frequency of natural disasters (apparently the setting for this in the game setup only effects intensity, not frequency)? They seem way too frequent and it feels like that would fit in well with these other changes if you're open to it.
I haven't looked much into it, but it is possible. Disasters annoy me as a nuisance more than anything. Too cheap to repair, hard to keep track of, too many clicks to repair. Other than damaging units, I don't see the point.

I probably won't do anything in this mod. I am considering making a different mod with a new set of difficulties. Idea would be, instead of granting AI buffs and nerfing players, we remove those. Instead we change other factors like disaster frequency/intensity, implement certain AI improvements, reduce value of start biases and other things that aren't just "increase this number to make game hard".
 
I've kinda noticed an interesting wrinkle. By extending the age lengths, you effectively give players a bit longer to hit the legends milestones. By pushing back the crises, it takes off some of the burden that would slow down progression towards those milestones. In my current playthrough I'm steamrolling as Augustus again, so that's pushing things too as I hit the 3/4th milestone in every tree handily.

So unintended consequence of my mod seems to that once you reach around 75%, you wind up at 100% within 10 turns or less.
 
I've kinda noticed an interesting wrinkle. By extending the age lengths, you effectively give players a bit longer to hit the legends milestones. By pushing back the crises, it takes off some of the burden that would slow down progression towards those milestones. In my current playthrough I'm steamrolling as Augustus again, so that's pushing things too as I hit the 3/4th milestone in every tree handily.

So unintended consequence of my mod seems to that once you reach around 75%, you wind up at 100% within 10 turns or less.

I think that's simply a caveat of the way the age progress goes. Yes, increasing the age counter by 20 won't really give you 20 more turns if you hit an extra milestone or future tech in that time. Like my last game, I jumped from 93 to the end in the same turn because I chained the treasure fleet milestones together. So I had literally 0 turns on the last crisis event because it just ended ASAP.
 
Will do if they don't, thanks
Sorry to exploit you as bug-fix mod but since we started :shifty:
Japan Ability may or may not be bugged. Found tooltip saying it gives 50% Production Cost as Science on Overbuild but the GameEffect Modifier seems to use 30% as its argument. Might be just one deprecared tooltip error, might be a bug. Requires testing.

age-modern data Civilizations GaneEffects contains the Ability with the argument, age-modern text CiviluzationsText contains the Ability descriptions.
 
Sorry to exploit you as bug-fix mod but since we started :shifty:
Japan Ability may or may not be bugged. Found tooltip saying it gives 50% Production Cost as Science on Overbuild but the GameEffect Modifier seems to use 30% as its argument. Might be just one deprecared tooltip error, might be a bug. Requires testing.

age-modern data Civilizations GaneEffects contains the Ability with the argument, age-modern text CiviluzationsText contains the Ability descriptions.
Just starting a new mod now for this stuff. Question is, should it be 30 or 50? I'd say they more likely nerfed it - but didn't update the text - than they buffed it. I haven't really had much experience with Meiji game performance.
 
Just starting a new mod now for this stuff. Question is, should it be 30 or 50? I'd say they more likely nerfed it - but didn't update the text - than they buffed it. I haven't really had much experience with Meiji game performance.
I also assumed nerf. I like to make Godmode Mod and buffed it to 50 (it seemed like OP number enough for me) and then was puzzled when I realized I dont have to update the tooltip.
 
"Updated counterspy diplomatic action to be able to be used multiple times"

Thank you so much for this! I also felt that this should be usable against everyone else, if you wish (since it has a significant influence cost), so it was on my radar to change, but I'm happy you beat me to it! :) (and it's only one DB attribute update, sweet!)
 
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