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Questions, ideas, etc.

Discussion in 'Civ4Col - We The People' started by CptBadger, Nov 3, 2018.

  1. Drunk-Monk

    Drunk-Monk Chieftain

    Joined:
    Sep 14, 2008
    Messages:
    31
    This is a cross post, of a post I made on the We The People github which can be found here: https://github.com/We-the-People-civ4col-mod/Mod/issues/283

    Economy / Balance


    At the moment large buildings require more resources, however it’s only the resources from vanilla (Silver, tools and stone). It would be good to see other resources required, seeing as the mod has such diversity of resources which are underutilized, for example it would be good to see Cathedrals and grand state buildings that require rare wood / furniture / leather / gold / gems. Bastions would require cannons. Almost all industry required horses in some role, until the 20th century, hence why we still use “horsepower”. Train oil was also exceptionally valuable in early industry. It would be good to see this represented in game.

    I also think the larger military buildings (Arsenal, Great tool factory, Bastion) should increase REF size as they are obvious threats to the King’s power and assets to the player.

    Would you consider rebalancing prices? It’s just very easy as soon as you are established, to make more money than you can spend, because there are so many valuable yields.

    I think Industrial goods (tools etc) should always be more expensive in Africa, unless there is a specific event

    Make coastal boats require tools, just as fishing boats do. I think this will also stop the AI spamming them so much.

    Carriages should require the Wheelwrights Workshop and require horses etc just as with normal wagons

    As per this thread https://forums.civfanatics.com/threads/suggestion-ability-to-get-professional-missionaries.649738/ I agree with the OP, that we should be able to request missionaries from the church. It would also be interesting to see immigration shaped by the civilisation and leaders’ traits i.e more aggressive Civs and leaders have a greater likelihood to see Soldiers, agricultural leaders get Farmers and Fishermen etc

    Is it possible to have Shipwrecks spawn randomly and drift, rather than have them pre-spawned at the beginning of the game, it’s strange to arrive at the continent full of more European wrecks, than there are ships constructed in the average game. Also, the real benefit is the initial boost to your early ships, which counter intuitively end up faster than your later ships.

    Diplomacy / Management

    Whilst the mod has some of the notions towards the health and happiness mechanics of Civ 4, it would benefit to be fleshed out, adding another dynamic to the game other than just trying to produce as much as possible, as quickly as possible. For example, colonists could request that you build educational, religious and entertainment buildings and supply certain goods (Tobacco and Alcohol for example). These would rise in complexity and price as the game goes on and happiness would be also shaped by Native Raids, lengthy wars, Pirates etc. At the very least a notification, when your city becomes unhealthy would be nice

    As per this thread https://forums.civfanatics.com/threads/native-ai.645834/page-2#post-15457248 I think it would be better that European culture does not automatically “dominate” the natives. The natives have the possibility to construct culture producing buildings, and during the Constitution the player is asked if they want the possibility to override or respect native boundaries. This suggests that it was not intended to be this way in the game, but it was just poorly implemented, as with so many other features in vanilla. Instead whilst I think the European culture should be more powerful (and with greater potential due to the range of buildings) it should compete with Natives as it does with other powers in the game.

    I think John Jay and other Founding Fathers should give you a choice about peace rather than automatically establishing peace, as often it is not in your interest to do so.

    Unlike in the Civilisation games where understandably all Civilisations start with a neutral opinion of each other, it would be good to see the other players holding a range of opinions on each other, from friendly to hostile. For example, in reality much of colonisation was driven by competition between the powers, however as of now this is not represented, if you are the British and start next to the French and Spanish it’s of no real consequence. Also, all of the large Native states (Aztec triple alliance, Incan Empire, Iroquois) fell because the Europeans were able to utilise the grievances, of all the peoples they had previously attacked or conquered. However, in the game the natives start with a neutral opinion and this tension does not exist. Obviously, the Aztec do not need to feel threatened by the Inuit, but it would be good to see them have an opinion of their neighbours.
     
    OzzyKP likes this.
  2. CptBadger

    CptBadger Chieftain

    Joined:
    Nov 3, 2018
    Messages:
    30
    Gender:
    Male
    I definitely agree here.

    I really like this. I'd love to see a chronically unhappy colony secede, or rebel. It happened plenty both before and after the revolution. Or see colonists flee from unhealthy or unhappy colonies.
     
    Drunk-Monk likes this.
  3. fatihdal

    fatihdal Chieftain

    Joined:
    Nov 2, 2019
    Messages:
    3
    This might be the wrong place to ask, but can anyone tell me which file I should delete to make Quemuenchatocha music to disappear?Every time it explodes like a jump scare.
     
  4. fatihdal

    fatihdal Chieftain

    Joined:
    Nov 2, 2019
    Messages:
    3
    It was Muisca .mp3. Copied another nations music and renamed as Muisca.mp3(I thought an error might occur if I delete it.)
     
  5. XSamatan

    XSamatan Chieftain

    Joined:
    Sep 4, 2013
    Messages:
    10
    Small question on CIV4ImprovementInfos.xml and its entry "IMPROVEMENT_PASTURE"

    If I delete
    Code:
               <YieldIncreases>
                   <YieldIntegerPair>
                       <YieldType>YIELD_FOOD</YieldType>
                       <iValue>1</iValue>
                   </YieldIntegerPair>
               </YieldIncreases>
    
    and
    
               <TerrainMakesValids>
                   <TerrainMakesValid>
                       <TerrainType>TERRAIN_GRASS</TerrainType>
                       <bMakesValid>1</bMakesValid>
                   </TerrainMakesValid>
                   <TerrainMakesValid>
                       <TerrainType>TERRAIN_SAVANNAH</TerrainType>
                       <bMakesValid>1</bMakesValid>
                   </TerrainMakesValid>
                   <TerrainMakesValid>
                       <TerrainType>TERRAIN_PLAINS</TerrainType>
                       <bMakesValid>1</bMakesValid>
                   </TerrainMakesValid>
               </TerrainMakesValids>
    
    but still maintain

    Code:
                    <BonusTypeStruct>
                        <BonusType>BONUS_HORSES</BonusType>
                        <bBonusMakesValid>1</bBonusMakesValid>
                        <iDiscoverRand>0</iDiscoverRand>
                        <YieldChanges>
                            <YieldIntegerPair>
                                <YieldType>YIELD_HORSES</YieldType>
                                <iValue>1</iValue>
                            </YieldIntegerPair>
                        </YieldChanges>
                    </BonusTypeStruct>
                    <BonusTypeStruct>
                        <BonusType>BONUS_SHEEP</BonusType>
                        <bBonusMakesValid>1</bBonusMakesValid>
                        <iDiscoverRand>0</iDiscoverRand>
                        <YieldChanges>
                            <YieldIntegerPair>
                                <YieldType>YIELD_SHEEP</YieldType>
                                <iValue>1</iValue>
                            </YieldIntegerPair>
                        </YieldChanges>
                    </BonusTypeStruct>
                </BonusTypeStructs>
    will pastures only be able to be build on a bonus resource?

    Regards
    XSamatan
     
  6. rah

    rah Deity Supporter

    Joined:
    Sep 12, 2005
    Messages:
    8,559
    Location:
    Chicago
    That would seem easy to test.
     

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