This would be hard to implement, and might take a bit (or a lot) of .lua coding, but maybe you could have a system where small towns or suburbs spring up in spaces that the player can designate for it. These towns would be like puppet cities where you don't choose what it produces, but it still gives culture, production, etc. These town would start at a population of 1, and you could implement a chance system where it has a chance of going up to 2,3,4 and maybe even become a certain population where you can start controlling it. You would designate spaces for it, so it won't take up your wheat that you were going to farm. Also, you could make it so based on the population it gets certain buildings.
If I could add a system like that I would probably just add cottages back into the game. It sounds like having mini cities covering the map would create a giant wall of confusion.
I will have to see on my next game. What is average science a turn for you? I was in the 3k range before last game crashed. I will see with my curent Marathon, 22 civs, 28 css, huge map turmoil.
I don't remember the number of beakers really, just that I general tech up at a decent pace. Going to run a test game myself after I tweak a couple things.
What about a diffrent approach? Maybe add the negative effects not with the positive ones; but with a gold producing tech? Am at work so am not going to look up the techs. But what say if you get banking, you have cost increase on trading posts? You know that you are going to be makeing more money; but the trading posts now have to "go to the bank" which costs them more money?
This might seam a little gamey in places; but might be an option. While I love realism and being able to be "part of the world" some things need to give. It is a game. This way you get refrigeration (as I said) you increase your yields. You get (insert money makeing tech in same era) it now costs you more. Now I know people will avoid those techs; but if they are tied to the make money tech it will be give and take.
I think a give and take is a good thing.
It still gives you the cluttered tech tree with all the extra icons.
Many of the negatives wouldn't make sense to me either. For instance, you learn refrigeration and now farms cost more to maintain. While this may be true on a basic level, on the whole your farms are going to be bringing in more food and saving more money from not loosing their produce to rot. Not to mention making more money from selling all that food(which you tax).
This is kind of how I see many things. The cost comes from the initial investment, and after that it is pretty much all gain. Unless I could simulate some boom and bust which would take quite a lot of work.
And anyway, the player represents the government. The government doesn't really have anything to loose from farmers and warehouses implementing refrigeration. It's all tax revenue in the bank(from increased commerce), and food to the people.
Another way to simulate government costs in this arena would be subsidies. For that though it would help to have some kind of marketplace for goods, food, etc.
You could look at the initial government investment of building the farm as the subsidies though.
You might say that certain new technologies would hit the tax base, but government revenue generally rises with the GDP.
For me, negatives can only be so useful. Look at governments today. They don't pay maintenance on buildings other than government buildings. They subsidize industries, but only so those industries can compete globally and so that the economy has stable supplies. Even those subsidies are generally low compared to the rest of the budget. ~23% of the US budget is defense spending, another 39-50% is entitlement programs. The remaining all falls in the cracks somewhere. Things like that are better left to social policies.
I kind of see advancement and building in general to be a system where there are few negatives beyond the initial cost of construction. Everything else is net gain.
If we could implement some more complicated forms of economic theory revolving around inflation/deflation, boom/bust, etc, then I think we could represent certain risks much better. But I don't think many want that kind of economic simulator.
Well, some people don't relize when a city is captured. All buildings go poof. I ran into that. Maybe if you set that option to keep all buildings. Set up a scenerio were you are on level you want to test. Mod just your civ to have an uber powerfull unit. Set your cities to be pre built with said uber unit defending. Run for n turns. Save, capture ai cities see what is built. Repeat.
Well, from the look of the building tables, they shouldn't go poof. Not all of them. A certain percentage of them for sure, but not every last one.
If they are all disappearing then I could just delete the line that causes them to disappear since it doesn't seem to be working correctly.
But I am not sure that is the case. It could be that the AI simply doesn't build buildings. Which is more likely given their tiny city populations in the endgame.
I wasn't sure. If a SP can affect the golden age; seamed like a tech, building, etc could too. It is just a database afterall.
A database that calls on the DLL for it's functions. If the DLL doesn't have the ability then you are limited in your approach. This is all lined out in the schema's found at the top of each xml. Basically tells you what you can do in those tables.
I hardly buy units. Of course you say my gold is low anyway. I think I am going to set up a quick, duel for test. First run all trading posts. Second run all farms. I will place cities in same spot for growth. AI is random; but can see what I get. Maybe if I do an early warrior rush (low difficulty) I can keep playing past win and test with everything equal.
I am probably going to try and raise unit maintenance to the point where no one keeps a giant standing army unless they are at war. Once war starts, players would be inclined to buy many units to fight the war since they are somewhat lacking.
Just have to get the AI to go along with that plan... -_-
Long story is our posts. If I ever get to long winded for you just tell me.
That was generally aimed at Sneaks.
And after I start my marathon game. For shame. I asked for it. So remember my thoughts are a version old. I think that would put me on version 15? I will make sure to mention in future what version I'm on.
You are on ~11 I believe.
BTW, Decimatus are you thinking about adding any units to the Ancient Era?
Some will likely be added with optional techs eventually. And later on there will be things like slavers, clerics, etc for subversives.
Probably not much to add in the main line. Any differentiation in the form of say Axemen, Macemen, etc would fall under optional techs. So far I believe the main unit categories are covered.
So I guess I'm playing v7 now with the patch notes 15, and I have noticed that you haven't updated the harbor to improve gold on water tiles. Just wanted to bring it to your attention.
Thanks, fixed.
Ideally, i would like things like suburbs or exurbs to be implemented as Improvements. Perhaps recycling city models on adjacent tiles. These improvements would obviously need to be worker built, thanks to placement. There would be a new/upgraded version of this improvement every era.
Now here is where I diverge a bit. This would take the full SDK, so this is not a near term project:
Ex. I build a suburb on a tile next to my city. This suburb improvement would produce lets say 5 production (workforce), 2 science (innovation in the populace), and 2 unhappiness (think of unhappiness not as the opposite of happiness in this case, but the requirement for), and 5% growth to the city that works it (population boom). Obviously maybe gold goes in here somewhere as well.
What would make this tile unique is that 2 citizens can work it, instead of one. If two citizens are working it, you will get the base yield twice. Further improvements down the tech tree would have more slots per improvement (think major metropolitan areas).
I like this idea in general. Given that we are limited to 36 tiles around the city, being able to double/triple them up could work pretty well. Industrial parks and other similar improvements are things I would like to see come with this.
The biggest problem I see would be limiting it so that the player doesn't just build an endless swath of city area all over the countryside. I think if possible I would want more of a limit to suburbs/etc beyond happiness(though that could be a good start). Perhaps have it tied to population. Each suburb, metropolitan area, upgrade/etc would require X population in the local area. So a suburb might require 5 population. So a size 20 could have 4 suburbs. The next level up might require 10-15 population and so on.
These would use population in a similar manner to strategic resources, and it would all be based locally.
I have no ability to do this myself, but I will keep an eye out for someone who does.
thank you for the hard work you done your mod is going more and more good
here i like a lot CTP2 and especially the future eraS (too short) the best for me was not really really the "space" (too easy to win after on vanilla CTP2) but it was the underwater cities and the road (magnet tubes but i don't have the english name i play french version sorry) from sea to water it was a good part of the game.
with your mod i found back some parts and i can only say than you again.
what about religions now? possible to have them like doctrine? or bad idea?
Thanks.
Yeah I loved the underwater tunnels. CtP 2 was a little more limited on the future end than CtP 1 was, but it was a decent game too. My biggest gripe with CtP 2 was how they watered down the trade system, so I generally stuck to CtP.
I will definitely be implementing religion.
My first idea was to implement religion using roughly 2-4 pages of social policy.
My second idea comes from watching the progress of Lemmy101's and CaptainBinky's D.U.C.K.S mod they are working on. They have religions that spread, a piety mechanic, the ability to name your religion, splinter off from another's religion, and many other cool things. And they have all this before the SDK has even been released. These guys are real programmers(unlike me), and they are creating what looks to be an awesome system. I believe they are adding a corporation system after they finish with religions.
Some of the mechanics I don't feel would be great with this project, but in general it is a good system. I would also want to change around their religion trees to suit this project.
I am not sure which direction I will be headed, but it will likely involve some of both. It may be months before they release their mod and I can reverse engineer it for my purposes. But the future is bright.
In the nanotech era there's a bug in the tech tree where all techs show as one turn for research. The tree correctly displays the number of beakers needed but not the turns. When a tech is selected then the correct number of turns is shown. In this case that was usually two, but still.
Does this bug persist even after you have reached the nanotech era?
I knew the bug existed, but I narrowed it down to the fact that when you are looking at it from the ancient era, it seems to take so many turns to research those techs that it just bugs out on the calculation.
When I started a game or two in the nanotech era, those techs showed their actual time to completion, so it led me to believe that it just couldn't handle the huge turn calculation.
I managed to complete the tech tree in the year 2042. I think it's supposed to last until the year 3000 or so but with large cities it comes way faster. I finished the game in the year 2045 with a Domination victory. By that time I had built everything and had upgraded to the latest units. The AI was nothing but a speed bump.
Something between 2200 and 2600. The Diamond age and all the space related items will get to 3000.
I haven't really done anything to balance the later calendar years. The game still ends in 2050 by time. I may try and find that function while I am thinking about it.
Hopefully though the latest balance adjustments will cause you to finish the tech tree sometime after 2050.
By end game my largest city was my capital with pop 172. All my cities spent most of the game on Food production so most of them were above 100. Most of them were gaining one pop every turn. The largest city the AI had was also his capital but with size 24. Not so good location near deserts and such but still, pretty small. It doesn't matter what kind of balancing is done if the AI won't grow larger cities it'll never pose any kind of threat, well in the late game at least. The AI is still plenty dangerous early on. Interestingly enough with that much population not having The Freedom tree selected resulted in -400 happiness. So that said Autocracy wasn't possible, might have been because there were so many specialists.
The AI had a population of 24 with the newest version or was that an older V7? If he had 24 on the versions after I modified the city sizes, then that failed horribly.
I could increase minimum city distance to 3, but that would probably increase AI pop by a few points at most.
I may have to make a serious AI adjustment regarding growth flavors.
Also do you mean that when you took freedom off your happiness went to -400, or that was the AI?
The machine gunner upgrade path is still broken. The combat controller won't upgrade. The Micro UAV upgrades to the Cybernetic Marauder just fine though.
Mmm, and looking at it doesn't show anything obviously wrong with the upgrade rows. I am going to have to dig more into this.
Oh yeah and the usual was still there, 6 million total gold and 400,000.00 GPT. Happiness was a bit lower than usual because of the very large cities but it was still 1170. The Golden Age counter topped at 258 turns left.
258 turns of GA left? Were you turning excess GP into GA? I reduced GP generation by 33% on the specialists, so maybe this will have a noticeable impact on the overall game.
Also with the production increases, hopefully that slows down some of the rest of your economy.
You know sometimes I feel like a Federal Reserve Chairman raising interest rates to stave off inflation. lol
Yes it was. Production costs should definitely be higher. By late game everything builds in one turn, except wonders which build in 2 or 3. City specialization is also nonexistent in the late game because you'll just about build everything in every city. In the early game it's still necessary though, to some extent.
Should be noticeably better in the newest version, though not necessarily fixed.
I am going to work more on city specialization as time goes by.
By using MaxPlayerInstances in UnitClasses you can determine how many units of a class a player can have, it's used for spaceship parts. There's also MaxGlobalInstances but I never tried that one.
Nice. I think I never noticed that because the unit classes schema list was so small I didn't bother looking at it.
I will see if I can implement some things based on that in the future.
Getting CTD now. Did they patch the game and I didn't notice?
Don't think so, mine works fine. Of course, it wouldn't be the first time that I am the only one who doesn't CtD so who knows...