Not quite. If I put them in anarchy on turn 67, it would delay the crash for what I assume to be four more turns, although I admit I didn't test for it. The crash occured at the end of turn 68, so by putting them into anarchy, it would presumably crash on turn 72.
If I put them in anarchy on turn 68, it would still crash at the end of that turn.
Did you test to see if returning to monarchy causes any problems?
This was one of my first theories. My thought process was that regressing into a government already partially completed would be a mostly ai thing, as players would stay into a government until the benefits of another outweigh the current. I did try to cause a crash by putting the ai back into monarchy (and both of the subpolicies in turn), but there was no effect.
Just now, I tried another game. The crash occurs at the end of turn 70. I start at turn 67. Putting the ai into anarchy on turn 67 has no effect on the CTD. This pretty much disproves my earlier theory about crashes being prevented by ai anarchy, as the other civ was still in its third turn of anarchy when the crash occurs. Now I REALLY have know idea what's happening. It's not too late to undo the changes and then post them seperately so we can discover the root of the problem .
Hi decimatus, i've downloaded the mod and visionate the tech tree (i had no time to start a game). I think you had moved (along the tech tree) the already exisisting units very well, i hope you'll rework renaissance - industrial era in future becouse i like your "modus operandi" and if you want, i can make a graphic list of new inventions and units suggestions in that eras
P.s. why you moved the chariot units after the horseman? In history the man learn to ride the horse after utilizing it with war chariots.
Hi decimatus, i've downloaded the mod and visionate the tech tree (i had no time to start a game). I think you had moved (along the tech tree) the already exisisting units very well, i hope you'll rework renaissance - industrial era in future becouse i like your "modus operandi" and if you want, i can make a graphic list of new inventions and units suggestions in that eras
P.s. why you moved the chariot units after the horseman? In history the man learn to ride the horse after utilizing it with war chariots.
Thanks. I just started putting some work into the military tech page, so I have begun some shuffling of techs.
Much of the current setup is similar to how it was under the vanilla tree. Part of the reason I moved to a system of 5 tech pages, is so that I have the room to make the tree more realistic, more diverse, and to cut down on some of the beelining.
So, for instance, in the past I had to put carriages in front of horses simply because of how tightly packed the ancient and classical eras were in the vanilla tree. When I made carriages I was more focused on the placement of it in relation to the Wheel than I was in relation to Horseback Riding. But now that the tree is split up, I have plenty of room to place techs where they are most suited, and Carriages and Horseback Riding are already switched in the military tech page in my current working version.
Maybe tomorrow or the next day I will release an update to V9 that includes some significant reworking of all the military related techs. Most of this reworking will focus on getting all the military units into the military tech page. In some cases this will simply be a case of moving a tech to the military page, and reordering some prerequisites. In other cases, this may entail expanding the width of an era(which I did to renaissance), or even creating completely new techs so that the military unit in question can be houses with the rest of the units.
Once I have moved the units over to the military page, I will look into expanding some of the other eras out as well.
Not quite. If I put them in anarchy on turn 67, it would delay the crash for what I assume to be four more turns, although I admit I didn't test for it. The crash occured at the end of turn 68, so by putting them into anarchy, it would presumably crash on turn 72.
If I put them in anarchy on turn 68, it would still crash at the end of that turn.
This was one of my first theories. My thought process was that regressing into a government already partially completed would be a mostly ai thing, as players would stay into a government until the benefits of another outweigh the current. I did try to cause a crash by putting the ai back into monarchy (and both of the subpolicies in turn), but there was no effect.
Just now, I tried another game. The crash occurs at the end of turn 70. I start at turn 67. Putting the ai into anarchy on turn 67 has no effect on the CTD. This pretty much disproves my earlier theory about crashes being prevented by ai anarchy, as the other civ was still in its third turn of anarchy when the crash occurs. Now I REALLY have know idea what's happening. It's not too late to undo the changes and then post them seperately so we can discover the root of the problem .
Thanks. I just started putting some work into the military tech page, so I have begun some shuffling of techs.
Much of the current setup is similar to how it was under the vanilla tree. Part of the reason I moved to a system of 5 tech pages, is so that I have the room to make the tree more realistic, more diverse, and to cut down on some of the beelining.
So, for instance, in the past I had to put carriages in front of horses simply because of how tightly packed the ancient and classical eras were in the vanilla tree. When I made carriages I was more focused on the placement of it in relation to the Wheel than I was in relation to Horseback Riding. But now that the tree is split up, I have plenty of room to place techs where they are most suited, and Carriages and Horseback Riding are already switched in the military tech page in my current working version.
Maybe tomorrow or the next day I will release an update to V9 that includes some significant reworking of all the military related techs. Most of this reworking will focus on getting all the military units into the military tech page. In some cases this will simply be a case of moving a tech to the military page, and reordering some prerequisites. In other cases, this may entail expanding the width of an era(which I did to renaissance), or even creating completely new techs so that the military unit in question can be houses with the rest of the units.
Once I have moved the units over to the military page, I will look into expanding some of the other eras out as well.
They continue on through the eras to complete the role of the archer units. Basically as cheap ranged alternatives to the siege weapons.
So, Crossbow upgrades to Machine Gunner, then Missile Squad, then Combat Controller, then Micro UAV Team, and finally the Cybernetic Marauder.
I will also complete the scout line, which will probably come with one of the next few V9 updates. I am not yet 100% sure what the classical/medieval scout units will be(probably mounted of some kind), but I am thinking Baloons for late renaissance, and spyplanes from industrial to nanotech. Also, the scouts will likely add a ~10% combat bonus to nearby units.
No CTD until modern. And then I got one...from the tech tree! Lol good to know things are back to normal. I played to Nano just to be sure. No more CTD wall. BTW, was that just a hunch, or did you have a specific file in mind, because without Global Defines, the game gets unbalanced really fast. My capital was gaining a pop per turn.
I'm going to try out the new version. I'll let you know how it goes.
Just downloaded the new version. It's currently turn 41. I just reached medieval. I'm playing on Emperor as Rome, standard speed, huge map with 8 civs total and 16 CS.
I had met one other civ, the Incans. They reached Medieval on turn 28, and were the first civ to do so. According to Info Addict, I was lower than them in population (they had about 40% more citizens, but I don't know how much pop each city had), number of cities (3 to 2), land area, military strength, net gold, production, and number of techs (18 under 22). I was better in happiness (they were at 0), food consumption, and number of policies (3 to 2). This is a great sign; nothing puts me off more than a game that's over before it begins.
On turn 41, my capital has 26 citizens. My second city has 20 pop. Both cities are on the coast, but neither have any river tiles. During the first 10 turns, my capital grew a pop every other turn. After I researched Sailling and started using the water tiles, it grew every turn. Right now it's netting 336 food per turn, with the amount to gain a new citizen at 602. I think the "food bank" number needs to be greatly increased. Personally, I feel as though a size 20 city in the medieval era would be considered large.
When I built the National College, my science went from 42 to 120 something. This caused Compass, the tech I was researching, to go from nine turns to three. Every other tech I could research could be finished in one turn, sometimes even with two in a turn.
I still think three sicence per pop is a little much. The library and abbey give one science per two citizens making the National College six times better. It's currently better for science to not expand until the player gets the National College, as it effectively gives the player six libraries. Unfortunately, I don't think the ai knows that.
What about making it three science per two citizens? Given two cities, one at 12 pop, the other at 8, (and assuming you build the college in the larger city) this takes science from 30 to 48, a 60% increase. This makes it noticable enough to warrent building, but it won't put the civ that decides to not build it (in order to expand, for example) at a huge disadvantage. In essence, with these new values, the National College in a size 12 city will be equal to one additional size 12 city with library, or two additional size 6 cities with libraries (or two size 9 cities without libraries) which all add up to 18 science.
Now there's a trade off: do you make the College, boosting science but stunting growth, or do you expand now and face a technological disadvantage early on,in addition to the increasing cost for building the wonder? Even better, it doesn't punish an ai who doesn't build it early as much. It also keeps the techs in relative balance, as you won't be able to one-shot everything until the late medieval.
Speaking of techs, I feel as though the cost were good in the beginning, but once the population explosion occurred, things got out of proportion. Even before building the College, techs on the same "tier" as my most advanced tech were only taking six turns, techs on a lower tier were taking two to three turns, and techs in the next tier were about nine turns.
Depending on what you want the average turn time to be, this might be desired, but I personally feel that things would be a better pace if techs research times were increased by 50% across the board (or at least until the medieval, which is where I stopped testing/playing). In other words, same tier techs would be 9 turns, lower tier would be 6, and techs on a tier above would take 12 turns.
Granted, a lot of the swiftness with which I zoomed through the techs was due to the insane population I was supporting, so I'm not proposing that you increase tech cost by 50%. I think maybe 15-25% would be a good place to start.
I don't know how the rest of the eras are, as I stopped in the middle of the Medieval Era. I just couldn't continue on selecting new techs to research every turn. It's kind of a shame in a way; as Rome, my capital had eight iron and my second city had two. Someone would have got the business .
Feel free to use or not use anything that I have listed. This is your mod; I'm sure you have a plan for how things should be. I personally only have Civ 4 to base my balance ideas on, and I have never played CTP. If things are as you want them, don't change them. I'll still be playing this great mod regardless.
EDIT: OK I lied: I'm still playing.
Spoiler:
Something to note: CS went back to their vanilla values with the gifts they give for meeting them.
Turn 47 (2080 BC): Inca just hit Renaissance. Their cities have pops of 5, 12, and 40. My cities are at 32 and 28.
Turn 59 (1640 BC): Just hit Renaissance. Several others are already there.
Turn 71: Met Japan. They are slighlty less advanced than I am. Saw a barbarian Musketman.
Turn 75: Met Babylon. Least advanced of all. Inca has 37 techs, I have 35, Japan has 30, Babylon has 28
Turn 78: Met Siam. They have the same number of techs as me. We are both three behind Inca
Turn 88: Unmet civ is in Industrial.
Turn 91: Met Mongolia. They are a very nearly a run-away civ. Almost three times my population, 11 cities. The good news is that I am more technically advanced than them, with 48 techs to their 37.
Turn 94: Met Germany. They are second in techs, after me (50 to 47).
I quit a little after turn 100 just to make sure there was no crash. The good news is that I was never the undisputed leader in anything. I think that's how it should be, especially when playing on emperor. Also, I was last in population, my score being 150 million; the highest was 405 million. I find that refreshing. In terms of capitals, there was not one under 65 population, with one as high as 75. The ai kept up reasonably well considering that they still bee-line to new eras. I was top at 56, the lowest was at 39, with the other five between 40 and 50.
I'm about to finish all icons (125 buildings, 82 technologies, 34 units & 1 project), about 75%. Let me now if you are interested and i'll send you an URL to upload icons ?
I'm about to finish all icons (125 buildings, 82 technologies, 34 units & 1 project), about 75%. Let me now if you are interested and i'll send you an URL to upload icons ?
Just downloaded the new version. It's currently turn 41. I just reached medieval. I'm playing on Emperor as Rome, standard speed, huge map with 8 civs total and 16 CS.
Chrome, it sounds almost like your global defines isn't working at all. Start a game, go into your level 1 capital, and see how much food it takes to reach level 2. It should be 144. If it is much less, then the file definitely isn't updating. Mine is, not sure why the uploaded version wouldn't be.
If yours does show 144, then it is working and for some reason is still out of whack. If that is the case, I will raise the base food by 20-30% and see how the pop growth looks then.
National college may still be a bit much, but lets see where the cities sit after a little pop tweaking.
Then here comes some more icon Flags intended for:
Civil Worker
Missile Squad
Micro UAV Team (2 versions 2 or 3 small UAV)
Unmaned Aircraft (like above but 1)
Cybernetic Madaure (may be not that good flag)
Combat Control (unsure if it is like this you thinked of Combat Control and if you have som images if what you was thinking i may do a better flag)
I'm about to finish all icons (125 buildings, 82 technologies, 34 units & 1 project), about 75%. Let me now if you are interested and i'll send you an URL to upload icons ?
It won't be compatible with the City State Diplomacy mod, but if you can find some Diplomacy mods that don't touch policies or techs, they should work with this mod. GhostReaperSix's AI/Diplomacy mod looks like it might be compatible.
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