Quot Capita

@cabert: Hi cabert, I hope you like the mod. And I always want feedback! Yes, naval units in a completely land city is not so much fun, I already promised I'll correct it, but I forgot;)
Game mechanics change in the middle game? What do you mean by it?
Please note that Revolutions component is off by default, as this mod is not intended to be played with Revolutions on (but you can of course, it's just not supported)
Spy mission don't work? Please report it to RevDCM, as the Super Spies component comes from RevDCM.
Thanks for all the feedback!
game mechanics can be changed with the options menu anytime in the game.
Which means that you can uncheck the cannon support when you're attacked, and check it when you attack :mischief:.
 
@SickFak: please don't install the additional leaders to lessen the chance of a MAF. Also, I'm not sure if your comment refers to just starting the mod ... do you have enough graphics and system memory?


yes I have more than enough graphics and system memory. I did install additional leaders though. In last version of quot capita I got thrown to desktop usually by reaching reneissance and industrial era...
 
Is there a limit to the number of leaders? Can we maybe get a little write up on how to trade some of them for others? The extra leaders of VD's leader pack was initally what caught my eye on Quot Capitia.

I have a good system myself, I'd like to add back a couple or at least replace a couple with ones I dont use.
 
I had also wanted the bio weapons to be able to spawn a plague; I think there is a plague event or something in the Gods of Old mod. It would be pretty cool if avain added the event somehow.

Yeah i have some of them in my mod if you wanted to take a look also:

Bubonic Plague
Tsunami
Social Reform
Diplomacy
Super Virus
 
I've so far played between 15-20 games using this mod, and have yet to really encounter an issue or an MAF.
No real complaints so far.

Hope we can soon see more optional add-on civs. At least maybe Canada, Israel, and Vietnam. Love playing as those three in other civ mods.
Also hope we can get more of the Additional Leaders, I miss having Ibn Saud.
 
Pls say someone has made some neat scenarios for this mod?

Marathon or Epic speed, which is more balanced?
 
@cabert: I see;) But then again, you can always start World Builder and delete some enemy, too, so I don't see a problem with that...

@SickFak: yes, unfortunately Civ4 engine itself is causing MAF with too many graphics. Try not using the additional LHs..

@xilr: there's no limit to LHs, just be aware of the fact that more graphics cause more MAFs.

@The Almighty dF: I intend to do some more civs when I get some more time to do it. (Israel,Nubia, etc, mainly civs that Bakuel made units for)

@Darkhon: I'm not aware of any scenarios made specifically for QC, but I of course encourage anyone to do some
 
@The Almighty dF: I intend to do some more civs when I get some more time to do it. (Israel,Nubia, etc, mainly civs that Bakuel made units for)

Welcome back, avain!

How about adding cool3a2's Hun mod? Didn't Bakuel make some units for that mod as well?
 
I'm confused. Does Quot Capita include new civs, leaders and traits?

It adds a few new leaders, and some of the civ packs from VD work with QC. I think the only one that doesn't is the Native American pack.
 
@avain

Nice mod mate.... playing with the Aussie Civ plugin... very nice. :)

Found a bug tho... kinda a big one. The Light Tank's promotions are SEVERELY bugged. :)

The Light Tank starts with Blitz, Escape Artist II, Gunnery Control, Coastal Guard 1 thru 3, Desert Combat, Fusion Megacannon, Heroic I & II... the list goes on. :)
 
Great mod, expanding basic game concept while still staying true to CivIV. Been playing this almost exclusively for the last 4 months. :goodjob:
Some observations:

1. Bombards. While I like the idea, they still need some work:
- Seems you forgot to add flankingstrikes to knights/heavy horsemen/cavalry; As of now, bombards cannot be flanked at all.
- A little too powerful; bombards of the day (assuming your bombard represents late 15th to 17th century cannon) were mostly siege engines, yet at S:9 they pose significant threat in pitched battles (at least until heavy horsemen arrive). I modded them to S:6, +50% city attack, that seems to have put them in line.
- IMO, they seem a little unbalanced; their ranged bombardment of units is a joke (either I have some seriously bad luck using them, or their chance to hit is 20% - almost exactly 1 of 5 hits every turn), but even small units can devastate city buildings/knock down city walls/kill population quite fast. Something seems off here.

2. Unit upgrades. I really don’t like losing access to basic unit once futuristic upgrade becomes available. Once I have the tech to build ATF’s, I cannot build more regular jets (or support aircraft… ouch), same goes for helijets and gunships, mammoth tanks and advanced MBT’s, plasma infantry and modern infantry. The problem is all the units mentioned are national units, and while ATF’s are all fine, one really needs more than 18 aircraft in future warfare. To clarify, I like the fact Next War stuff has a national limit, but those superelites shouldn’t replace basic “workhorse” units. This problem (well, the ATF part) was first introduced with Varietas Delectat many months ago; was this intended?

3. Adding new units occasionally resulted in balance upset among existing ones:
- Ship of the Line; not your fault, it was poorly implemented from the beginning, galleass only made it worse. Relative power of a SotL against frigate is the same as against galleon/galleass, this doesn’t make sense. SotL really need to have 50% bonus against both of them.
- Anti-tank infantry is borderline useless now; they can beat medium tanks, usually die against heavy ones, and are hopelessly obsolete by the time MBT’s appear. Still, they can only be upgraded to Mech. Infantry, meaning they remain a dead weight for a looong time.
- I really like the modern frigate idea, as well as general improvement of naval warfare, but I believe you should tweak existing CivIV ships a little to bring them in line with the new ones. Destroyers were overpowered since the debut of CivIV, introducing cruisers/dreadnoughts just made it worse – there should be much greater “power gap” between destroyers and dreadnoughts. Personally, I’m using destroyers with S:26, bonus vs subs and 30% withdrawal chance, and S:50 battleships with national limit of 6 – perhaps it’s not the optimal solution, but it’s a start.
- Finally, with all the stuff you added, this game needs a coal-powered transport ship. Having invasion force made of galleons escorted by pre-dreadnoughts and protected cruisers just doesn’t feel right.

Ah, and for the record, I like this suggestion concerning Prime Timber:
http://forums.civfanatics.com/showpost.php?p=8406104&postcount=746

+1 from me.
 
@avain

Nice mod mate.... playing with the Aussie Civ plugin... very nice. :)

Found a bug tho... kinda a big one. The Light Tank's promotions are SEVERELY bugged. :)

The Light Tank starts with Blitz, Escape Artist II, Gunnery Control, Coastal Guard 1 thru 3, Desert Combat, Fusion Megacannon, Heroic I & II... the list goes on. :)

Really? Can please others confirm this bug?
 
Great mod, expanding basic game concept while still staying true to CivIV. Been playing this almost exclusively for the last 4 months. :goodjob:

Thanks!

Some observations:

1. Bombards. While I like the idea, they still need some work:
- Seems you forgot to add flankingstrikes to knights/heavy horsemen/cavalry; As of now, bombards cannot be flanked at all.
- A little too powerful; bombards of the day (assuming your bombard represents late 15th to 17th century cannon) were mostly siege engines, yet at S:9 they pose significant threat in pitched battles (at least until heavy horsemen arrive). I modded them to S:6, +50% city attack, that seems to have put them in line.
- IMO, they seem a little unbalanced; their ranged bombardment of units is a joke (either I have some seriously bad luck using them, or their chance to hit is 20% - almost exactly 1 of 5 hits every turn), but even small units can devastate city buildings/knock down city walls/kill population quite fast. Something seems off here.

2. Unit upgrades. I really don’t like losing access to basic unit once futuristic upgrade becomes available. Once I have the tech to build ATF’s, I cannot build more regular jets (or support aircraft… ouch), same goes for helijets and gunships, mammoth tanks and advanced MBT’s, plasma infantry and modern infantry. The problem is all the units mentioned are national units, and while ATF’s are all fine, one really needs more than 18 aircraft in future warfare. To clarify, I like the fact Next War stuff has a national limit, but those superelites shouldn’t replace basic “workhorse” units. This problem (well, the ATF part) was first introduced with Varietas Delectat many months ago; was this intended?

3. Adding new units occasionally resulted in balance upset among existing ones:
- Ship of the Line; not your fault, it was poorly implemented from the beginning, galleass only made it worse. Relative power of a SotL against frigate is the same as against galleon/galleass, this doesn’t make sense. SotL really need to have 50% bonus against both of them.
- Anti-tank infantry is borderline useless now; they can beat medium tanks, usually die against heavy ones, and are hopelessly obsolete by the time MBT’s appear. Still, they can only be upgraded to Mech. Infantry, meaning they remain a dead weight for a looong time.
- I really like the modern frigate idea, as well as general improvement of naval warfare, but I believe you should tweak existing CivIV ships a little to bring them in line with the new ones. Destroyers were overpowered since the debut of CivIV, introducing cruisers/dreadnoughts just made it worse – there should be much greater “power gap” between destroyers and dreadnoughts. Personally, I’m using destroyers with S:26, bonus vs subs and 30% withdrawal chance, and S:50 battleships with national limit of 6 – perhaps it’s not the optimal solution, but it’s a start.
- Finally, with all the stuff you added, this game needs a coal-powered transport ship. Having invasion force made of galleons escorted by pre-dreadnoughts and protected cruisers just doesn’t feel right.

Ah, and for the record, I like this suggestion concerning Prime Timber:
http://forums.civfanatics.com/showpost.php?p=8406104&postcount=746

+1 from me.

Thanks for these, I'm always looking for feedback from actual players. I will investigate these.
 
Great mod, expanding basic game concept while still staying true to CivIV. Been playing this almost exclusively for the last 4 months. :goodjob:
Some observations:

1. Bombards. While I like the idea, they still need some work:
- Seems you forgot to add flankingstrikes to knights/heavy horsemen/cavalry; As of now, bombards cannot be flanked at all.
- A little too powerful; bombards of the day (assuming your bombard represents late 15th to 17th century cannon) were mostly siege engines, yet at S:9 they pose significant threat in pitched battles (at least until heavy horsemen arrive). I modded them to S:6, +50% city attack, that seems to have put them in line.
- IMO, they seem a little unbalanced; their ranged bombardment of units is a joke (either I have some seriously bad luck using them, or their chance to hit is 20% - almost exactly 1 of 5 hits every turn), but even small units can devastate city buildings/knock down city walls/kill population quite fast. Something seems off here.

2. Unit upgrades. I really don’t like losing access to basic unit once futuristic upgrade becomes available. Once I have the tech to build ATF’s, I cannot build more regular jets (or support aircraft… ouch), same goes for helijets and gunships, mammoth tanks and advanced MBT’s, plasma infantry and modern infantry. The problem is all the units mentioned are national units, and while ATF’s are all fine, one really needs more than 18 aircraft in future warfare. To clarify, I like the fact Next War stuff has a national limit, but those superelites shouldn’t replace basic “workhorse” units. This problem (well, the ATF part) was first introduced with Varietas Delectat many months ago; was this intended?

3. Adding new units occasionally resulted in balance upset among existing ones:
- Ship of the Line; not your fault, it was poorly implemented from the beginning, galleass only made it worse. Relative power of a SotL against frigate is the same as against galleon/galleass, this doesn’t make sense. SotL really need to have 50% bonus against both of them.
- Anti-tank infantry is borderline useless now; they can beat medium tanks, usually die against heavy ones, and are hopelessly obsolete by the time MBT’s appear. Still, they can only be upgraded to Mech. Infantry, meaning they remain a dead weight for a looong time.
- I really like the modern frigate idea, as well as general improvement of naval warfare, but I believe you should tweak existing CivIV ships a little to bring them in line with the new ones. Destroyers were overpowered since the debut of CivIV, introducing cruisers/dreadnoughts just made it worse – there should be much greater “power gap” between destroyers and dreadnoughts. Personally, I’m using destroyers with S:26, bonus vs subs and 30% withdrawal chance, and S:50 battleships with national limit of 6 – perhaps it’s not the optimal solution, but it’s a start.
- Finally, with all the stuff you added, this game needs a coal-powered transport ship. Having invasion force made of galleons escorted by pre-dreadnoughts and protected cruisers just doesn’t feel right.

Ah, and for the record, I like this suggestion concerning Prime Timber:
http://forums.civfanatics.com/showpost.php?p=8406104&postcount=746

+1 from me.

I just came here to report the bombard flanking problem but you beat me to it. I was rather disappointed when my cavalry didn't do any flanking damage :confused: :sad:

Regarding your second point, unit upgrades, I thought the same thing at first but then I realised once you have hit the national limit the regular unit becomes available again. This is the same thoughout the game - if a more advanced unit becomes unavailable for whatever reason, the previous unit instantly becomes available to build again. It's a bit of an odd situation, but I don't think it's a big problem.

On the ships, I completely agree about the need for a coal powered transport. The huge gap that existed in the basic game has been nicely filled for combat vessels but not for transports.
 
Regarding your second point, unit upgrades, I thought the same thing at first but then I realised once you have hit the national limit the regular unit becomes available again. This is the same thoughout the game - if a more advanced unit becomes unavailable for whatever reason, the previous unit instantly becomes available to build again.

I'm not sure if this is always the case - I remember running into a "dead end" once with ATF/jet fighter; I got to ATF's before I managed to upgrade all of my basic jets into "modern" ones, and got stuck with them in the result. Could be one of the previous versions of QC, though.
Besides, this mechanic actually forces full set of national units; some of them are very specialized or too costly in terms of upkeep (Mammoth tanks and their "base cost increase per unit" mod); I don't think this should be forced upon the player.
OTOH, even when I can build bombards, cats and trebs remain on my production lists. Awkward either way.

Ah, and for some extra nitpicking: "reduced upgrade costs" on "Heroic II" promo is redundant, as the promo is only available to GG units, and those get free upgrades anyway.
 
I'm not sure if this is always the case - I remember running into a "dead end" once with ATF/jet fighter; I got to ATF's before I managed to upgrade all of my basic jets into "modern" ones, and got stuck with them in the result. Could be one of the previous versions of QC, though.
Besides, this mechanic actually forces full set of national units; some of them are very specialized or too costly in terms of upkeep (Mammoth tanks and their "base cost increase per unit" mod); I don't think this should be forced upon the player.
OTOH, even when I can build bombards, cats and trebs remain on my production lists. Awkward either way.

I agree on the others, you should be able to build (and upgrade to) the previous units of the ATF's.

Ah, and for some extra nitpicking: "reduced upgrade costs" on "Heroic II" promo is redundant, as the promo is only available to GG units, and those get free upgrades anyway.

Actually, because GG units get free upgrades, the -50% upgrade cost from Heroic II is not redundant, it means that u get gold from upgrading that unit!!! It is really unrealistic IMO.
Furthermore the Noble promotion is -50% upgarde cost too, so if a GG unit have both u get hundreds of gold if u upgrade them...
 
Ohh, and avain, i noticed some strange things in IDW. Should i post them here, or rather in the revolutions thread?
 
Downloading this mod now, thanks for the effort. I've been playing RevDCM and Legends of Rev., but I wanted next war included, so this pretty much does it for me! Is Barbarian mod enabled in this? I enjoy civs forming on isolated islands/continents.
 
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