chrome-rome
King
- Joined
- Jan 7, 2009
- Messages
- 620
K cool thanks. I think Ill only limit them to a max of one slot per building instead of completely eliminating them.
K cool thanks. I think Ill only limit them to a max of one slot per building instead of completely eliminating them.
Damn D, you're uploading new versions faster than it takes us to test the previous ones!
I finished my playthrough with disabled specialists, on Emperor it was something else. The AI's growth bonus really came through on this one, all the AI cities were larger than mine in the beginning, until the AI's trading post spamming caught up with them much later in the game. In the early game the AIs had roughly double my population, giving them a huge science and production boost. All I could do was make Spearmen and Horsemen to try to stay alive. Egypt was in the game and since they were the biggest Civ they were grabbing all the Wonders, bastards. The AI happiness bonus was also huge, most of my cities were on production to prevent happiness from going below -10 and their cities were still growing like weed. The AI was also building infrastructure, most of the cities I captured had more buildings them my capital in them, nice.
As predicted it made the early game very difficult. It was practically permanent war for the first half of the game. War was more realistic this time around, the nations involved would lose of their armies trying to take a couple of cities, and this would leave you open to attacks from other Civs that were waiting for the opportunity. I teamed up with Egypt against Japan and I got all the Japanese cities except one. Funny thing is I only conquered two and Japan gave up three more negotiating for peace. This was a mistake as it angered Egypt and they attacked me next. We lost most of our armies there, so much that even China attacked Egypt afterward. At some point Egypt was at war against all other nations which was their downfall.
Did you tweak the expansion flavors for this Mod? I noticed that as soon as the map is filled the AI will start attacking City States and weaker nations to gain more land. Even India does it. Maybe it's because they build incredibly large armies and feel the need to use the units, I don't know.
So all that being said less specialists results in much larger AI cities which I think is good right now. You still get great people from wonders so not all is lost. To compensate you could also make National Wonders generate great people as well. As a temporary fix for the trading post spamming maybe you could make their yield closer to farms? The AI wouldn't know any different but would end up with bigger cities in the late game.
Whoops, meant technocracy, not v democracy. V. Democracy already has weaker military values than many early govts. I think Technocracy and Ecotopia would be as bad as fascism culturally.
1) Lake tiles are 11 food. Not sure if that was intentional or not, but I think it should be 15.
2) In the very begining, the monument cost less than a warrior, scout, or worker. The settler cost about half that of the scout (not exact but you get the idea). Again, not sure if this is intentional.
And then for something unrelated to just this version specifically, I have always felt as though the wheat bonus is lacking. I was thinking that making the farm improvement should add more than just the standard amount of food. For example, an iron hex gains more production from the mine improvement than a normal hill does. I just think it should be the same way with wheat.
Like I said, I only just started, but so far I am liking the changes. It just feels more intuitive.
+5 happiness for a strategic is fine, but there doesn't seem to be any reason for me to mine that second gold mine at the moment... may as well stick a great person's special there... any way you can make each strategic resource +3 happiness or something? edit: or make multiple golds tradeable without losing the initial 5 happiness from the first gold (i.e. just trade the second one?)
also, kinda irks me that wheat cows deer and fish aren't considered a strategic resource. any plans to tweak that?
haaaaaa excellent i leave only 1 week and see tons of news i just come to said v8 work but hahaha no need to say ^^ time to switch to v9
let's see your work it's good now i'm sure it's more good.
(i love the ctp2 magnetic tube (after rails) if you can have them into your mod (with of course the right settings for moves with graphics it's can be perfectly )
keep the work good
New marathon test started. I already finished a test of v8 from ren to industrial with no unreported issues. So far, for both v8 and v9 the maintenance seems to be multiplied by the game speed for buildings. Not sure if that is intentional(20 maintenance buildings actually cost 60). I had a good idea for trade posts to make them more realistic and possibly end AI TP spamming. If you lower the base value to 5, but find a way to add +5 for each adjacent resource, and +10 or more for an adjacent city, it would make them appear far more naturally around the map, and act more like suburbs outside a city.
*I do remember a weird glitch from v8 that I haven't seen mentioned. When checking the demographics, under one of the categories, listed as the 'worst' value was the "nanotech era". I believe it was under approval, or soldiers. No crash or other issue was caused by this, and when I checked back at a later turn it was gone. But maybe there is a name change that caused this after the patch.
Sounds weird. Were you running infopanel or anything?
"Do you guys think I should add governments in before I get the multiple social pages mod? You would be limited to one branch of social polices, though it could well be more interesting than the current system which is not up to speed. "
Great Mod D!!! Love it but what exactly do you mean by the above? I kinda like being able to pick and choose from the different policies!
MXX
How I can disable Multiple Tech Page Mod? When I click default techtree I have only agroculture and nothing more. (v.9)
Negative, like you, I'm running this mod only, so there is little doubt where the problem stems. This could possibly be a vanilla error where sometimes the wrong string is grabbed in demographics panel, but it's the first time I've seen it, and I generally check the demographics at least a few times every game. So far so good on the new test, but 150 turns isn't much to go on in marathon, and I start in renaissance but I don't usually have stability issues til after industrial starts. Probably just caused by Vista, only 3 gigs RAM, plus vanilla's need for more patching. *And I'm always ready to try one of your new mechanics. Maybe label it govt. test so everyone who dl's knows what they're getting into.
The default tree is empty. Click the other categories for the techs in the game.
I assume you don't really care for that system?
An idea maybe is great, but for me I prefer default techtree, because I like to have in view all tech in "tree".
I will play more on this, maybe I'll come to like in future.
I am currently hard coding the entire xml schema in a xsd file. Once I have this you might be over joyed to see the whole thing at once. Maybe you will find stuff you didn't know about. I'm trying to leverage more excel default than do all the coding manually. I didn't realize who big the database was when I first started this.
I can do it; it is just a matter of having the time and still have a life. Props to you for your hard work. I think that is why I never started MODing.
Oh, cool! Personally I would like to see Governments put in first to see how that goes.
MXX
Just started a game with the updated v9 (medieval era) and I had over 400,000 gold???? Is this intentional?
MXX
As long as the schema are separated into the tables they belong to, that should be great.![]()
I never modded games much beyond a few variables here and there. Civ 5 has made it so easy though, that you can get alot done with a little pattern recognition and patience.![]()