Probably Improved Gameplay Mod

I don't know if it's working, but when I go to the world builder, I see lots of red circles, I never seen these before so I presume that is the Global Warming Mod. Since I was expecting Rising Seas and not only that, See new Islands and whatnot to appear around both of the continents in Continents map type or see a oasis or lake pop up in terrain that does not have a city on it. I will be mad if the rising seas destroy one of my most important cities, instead of destroying the city, it best to give damage instead and reduce population in an event.

For best usage of the Global Warming mod, the more forest preverse we have, the more the earth get's cooler, Deserts will be turn to plains and oasis could transform into lakes, but those who live in the northern or southern part of the world will get more tundra and snow plains that could destroy food production if your grassland turn to tundra. Not only that but islands will become bigger and have more land for you to colonize, you might be lucky if a land bridge will ever be formed.

If you do not have a lot of forest preserves globally, then you have the opposite effect then global cooling, the earth get's warming, the ice caps in both northern and southern will melt and cause the seas to rise, plains turn to deserts in a slow way, but the tundra and snow will turn to plains and grasslands, oasis will disappear though and lakes also suffer a slow evaporation, also damaging additional food supply (unless you researched biology).
 
For best usage of the Global Warming mod, the more forest preverse we have, the more the earth get's cooler, Deserts will be turn to plains and oasis could transform into lakes, but those who live in the northern or southern part of the world will get more tundra and snow plains that could destroy food production if your grassland turn to tundra. Not only that but islands will become bigger and have more land for you to colonize, you might be lucky if a land bridge will ever be formed.

You really have no idea of what is global warming ? What you say is not realistic by any mean ; you can cover the earth with forest and it will not cool up by an inch. It's a lot more complex than a cooling effect of forest, really.
 
You really have no idea of what is global warming ? What you say is not realistic by any mean ; you can cover the earth with forest and it will not cool up by an inch. It's a lot more complex than a cooling effect of forest, really.

While again nobody has fully understood the warming either. So you can't really attack him either.
 
While again nobody has fully understood the warming either. So you can't really attack him either.

I can say to people that they don't know what they are talking about when the basis of what they said is disproven by fact. Like the fact that the earth was not in an ice age before humans cut all the forests in Europe.

Scientist know a lot of thing about climat regulation. What is not know is how exactly it will evolved, but they are a lot of way we know it will not evolve.
 
Speaking of global warming... If you turn on rising sea levels in the game options, can cities be wiped out by new ocean squares, or does it avoid cities?

Global warming will never select a tile with a city on it. Or a tile with a fort because they are considered cities
 
I have a plan : playing with global warming, polluting and nuking as much as possible, and then using fort on every tile of my territory, so that only opponent get sea square. Diabolical, isn't it ?
 
I'm a bit busy in RL at the moment so modding is having to take a back seat for a little while. I'd be grateful if anyone wants to put their hand up to help out with some code merging. Otherwise I can't give an ETA on the next release at this time.
 
Would it be reasonable to give Explorers the same "travel through closed borders" ability as the Caravel? Currently, they're a pretty useless unit. The ability to explore an enemy without risking expulsion (as happens with spies) seems like it could give them a niche.
 
Would it be reasonable to give Explorers the same "travel through closed borders" ability as the Caravel? Currently, they're a pretty useless unit. The ability to explore an enemy without risking expulsion (as happens with spies) seems like it could give them a niche.

To me one of the reasons for closing borders is to keep my rivals from knowing where my units and resources are. Sure, the AIs have probably already mapped out the whole world and traded it amongst themselves, but my units won't be on those maps. Given that I am usually the aggressor in my wars, this would be handy, but I feel it would also be too cheap.

Besides, why would rivals let your Explorers enter their lands? I always figured the Caraval wasn't so much let in as impossible to keep out. I think a foreign exploration team would not stay hidden for long. For that you need spies trained to do such sneaky infiltration and the chance of getting caught.

That's my two :commerce:.
 
To me one of the reasons for closing borders is to keep my rivals from knowing where my units and resources are.

Except they can send spies into your territory anyway ... though those can be caught.

The Explorer just seems like a waste of a unit right now. Unless you play an "old world" map, where there is a large empty continent to explore, they're pretty useless (and even then, it's not like they can pop any huts for you, since they'll all be guarded, and you can't attack with an explorer).
 
Except they can send spies into your territory anyway ... though those can be caught.

Exactly as I said, and I think that's fine. There is a chance of being caught, though it would be nice if there were repercussions for AI spies being caught. Right now there's no risk for AIs in your territory, but there should be. And I don't mean they should hate you when you catch their spies; that'd be lame. No, they should have to pay a fine or something since you'll hate them no matter what they do.

The Explorer just seems like a waste of a unit right now. Unless you play an "old world" map, where there is a large empty continent to explore, they're pretty useless (and even then, it's not like they can pop any huts for you, since they'll all be guarded, and you can't attack with an explorer).

I couldn't agree more, but I don't think this is the answer. Perhaps when an Explorer stops next to a guarded hut the guard automatically attacks on its next turn. I don't think it should negate the guard--only force an attack which allows you to improve your odds by stopping on a forested hill. You'll take some damage (maybe die), but get the hut and possibly be forced to wait to heal.

Either that or attacking a guarded hut with an offensive unit with an Explorer in the stack allows the Explorer to pop the hut instead of the attacker unit. That would be harder to code, though, and kinda pointless. I prefer the risk of using the Explorer as bait. :D
 
What about make the explorer able to attack and at the same time give him a bonus vs barbarians ? This way you could try to pop huts, and at the same time you would keep the explorer to its primary role. Perhaps make it not able to take cities then ? Anyway, even with a bonus vs barbarians, he should have a hard time attacking cities in a map like terra, so it's perhaps not necessary.
 
Exactly as I said, and I think that's fine. There is a chance of being caught, though it would be nice if there were repercussions for AI spies being caught. Right now there's no risk for AIs in your territory...

They do lose the unit. Although they don't have experience so it's not a serious loss
 
They do lose the unit. Although they don't have experience so it's not a serious loss

And with the AI's unit production bonus, this is quite minor. Thank you for pointing it out, though, as I forgot about that part. I would like to see friends of yours apply negative diplomacy modifiers toward rivals whose spies you catch.

-1: Your spies were caught causing trouble for our friends.
+3: We honor the valiant effort of your spies against our worst enemies.
 
I feel that perhaps a few minor changes should be made to increase the viability of going for the early religion tech tree? In my last 20 games where I've played until roughly ~500AD I've not once seen the advantage of going for the religious techs.

Perhaps some minor buffs could spice these techs up and make them more viable? Anyone have any ideas? I'll try to think up some ideas my self when I get back home.
 
Here's one possibly bad idea:

- Once Monotheism is researched state religions will grant +2 Happiness instead of +1.
- Once Theology is researched state religions will grant +3 Happiness instead of +2.
- Once Priesthood is researched grant +1 wealth (or perhaps commerce instead?) per city with state religion (only your own).

Something like that?

On higher difficulty levels a +3 happy cap might be enough for you to afford to bypass Monarchy and the minor wealth boost your science research slightly.
 
I feel that perhaps a few minor changes should be made to increase the viability of going for the early religion tech tree? In my last 20 games where I've played until roughly ~500AD I've not once seen the advantage of going for the religious techs.

I believe you'd better try harder to use them than to buff them. Monotheism (with OR), Priesthood (cheap and give access to CoL and Oracle) and Theology (and the all-powerful apostalic palace) are all very good tech, and not very expensive to boot. The fact that two of them lead to monarchy is the cherry on the cake, as is the rather classic CoL slingshot with Oracle.

The real problem lie in the fact that founding an early religion is meh, and divine right is kind of meh (but the spiral minaret can be very, very good). The later religious tech are pretty good, even if you can usually trade for them instead of researching for them.

And, your proposition feel broken. +2 happiness in all city would have a lot of ramification, in my opinion.
 
The only advantage for me that would make sense would be that if religion spread was increased if you had the religious techs. Probably not easy to do, but if you could have it so that buddhism couldn't spread to you until you yourself got meditation, for example, that would certainly make going down that line useful if you didn't want to be held out of the religious affairs of the world. Or maybe not prevent it if you don't have the tech, but increase it if you do?

Or maybe something interesting would be to give double production speed of missionaries of religions that you have the holy city for? It'd certainly give a boost in spreading a religion you found.
 
The real problem lie in the fact that founding an early religion is meh, and divine right is kind of meh (but the spiral minaret can be very, very good). The later religious tech are pretty good, even if you can usually trade for them instead of researching for them.

I agree, my idea is probably junk. But what can we do to address this problem? Any ideas? Or does it even need addressing?
 
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