It is simply not enought turns Maybe set 20% more on each gamespeed?
Yeah I think that too. I have it at 75% of the beaker cost now. Just testing for balance and such. I have also shortened the length of Medieval and Renaissance techs by 10%. Still looking for the right balance there.
I would thank chrome and fire for their work on the project, but I do have a suggestion.
I think it would be a good idea to birth your new project into a fresh thread, where people like me can find links. I had to scorew through 5 pages and (I think) I find the right link of your updated version.
I'm sure as long as this thread was linked and credited it would be an acceptable move.
Not a bad idea. I'll release the newest rendition in a new thread to officially kick start it.
How significantly different is this mod now? Does it still have the same resource types as prior like poppies and the different levels of production facilities? Unit types?
I have really played since Decimatus stopped working on this and wanted to start again.
All of the resources are in, although I don't know if they all should be. Here's my thinking: A lot of the resources are redundant. There is hardly any difference between all of the plantation resources, and the late game resources are really identical. This gets especially problematic with the monopolies, as you have many different monopolies that all do the same thing. Finally, there are no buildings that improve new resources like the forge or stable improves iron and mammals, respectively.
I want to remove most of the resources that were added. For each era, there should be a monopoly resource that grants a bonus for each of the main yields (production, food, and gold), as well as a few sprinkled in that fulfills the more "exotic" yields (culture, happiness, and science). The main yields should have about one resource per era; i.e., (rough example) for production, we have copper, iron, steel (maybe), coal, aluminum titanium. Obviously more work will have to be done to find good resources. Alternatively, the eras can alternate yields; i.e., ancient gets one production and one food monopoly, classical gets gold and culture, medieval gets science and happiness, etc.
Actually, I like the second layout more as it really stresses why getting, for example, a copper monopoly early can be huge. By doing so, you will have the only civ that gets a significant production bonus until renaissance.
However, since this is a pretty major departure from V9, I want to hear opinions on this.
All of the features are still there. The difference ATM is that chrome has done an excellent job of making the mod more balanced, see post 1963 for all the details and the download link
Thank you good sir!
I like to adjust and draw my own maps, but when I try to start a new game I get a runtime error and CIV crashes to desktop:
Did this happen in V9 or only since the update has been posted?
Does the file in post 1963 support the newest Civ 5 patch?
Technically yes, although...
Okay, encountered a problem that does not allow the game to advance, unless I am doing it wrong.
When you build the Hagai Sophia( I think that is it) you get the choice of a free great person, but when you click on the icon or bar to make the choice, nothing happens at all and so the game won't go forward. Is there a fix or a way around that?
...things like this happen from the new patch making changes to old buildings. The great person bug is a pretty well known problem; Fires and I tried to work through it when working on the policies but there doesn't seem to be a solution. I'll either completely remove that affect or just give whoever completes it a free Great Engineer or something.
Problems: money wise its a but strange. 10,000 for highest city state bribe which is less than an upgrade from archer to crossbow!, archer upgrade is more expensive than swordsman, seems strange. the game runs slow with techs, by 1900 everyone is still in renaissance. on fractal still no resources.
Some policies seem odd, first off being able to get that free settler right away feels unfair, the 400% science from happiness increased my science from 200 to 1000 with a happiness of 50, this seems excessive.
My major problem is that the game runs really slowly with this mod. too slow to carry on late game on a large map. Even to begin the game or load it takes much longer than with vanilla or other mods.
keep up the great work! I hope this helps.
This does help. I am happy to say most of these issues have been documented and are either fixed or are slated to be fixed.
The CS are currently unbalanced. I'm going to start looking for a way to make the cost of gifts increase by era, similar to Research Agreements. If that's not possible, I'll just have to find some fair value to set them at.
The techs are going to be sped up by about 25%, and some eras as much as 40%. I don't know if that is enough to get you to the nano era, but you should at least get to digital.
If you aren't getting any resources, try continents or Pangaea. We discovered quite a while ago that some maps are not compatible with CTP.
The settler has been changed to the first tier, instead of the opening tech. In its place there is -20% unhappiness from cities. Similarly, the policy that converts happiness to science has been nerfed from 400% (which actually turned out to be 800%) to 150%.
And the load times have always been a little long. I like to chalk it up to there being soo much more content.
I *should* have this newest update out by Tuesday. The only way I can see it getting pushed back is if problems arise from the patch that I didn't expect. Happy playing everyone, and for those living in the US of A, Happy 4th
![Party [party] [party]](/images/smilies/partytime.gif)
!!!