RAND 1.76 Balancing and Suggestions

can you add something like
this Assimilation: With this option selected captured cities retain their original build abilities. So if you capture an Egyptian city you will be able to build War Chariots (Egyptian UU) and Obelisks (Egyptian UB) in it. If you capture a Roman city you can build Praetorians and Forums in that city. Captured cities will not be able to build your real civilization units and buildings, so if you are playing as Babylon and you capture an Egyptian city you won't be able to build Bowmen (Babylonian UU) in it. You can now build diverse empires where samurai are trained in your Japonese holdings while your German territories enjoy the benifits of their Assembly Plants.
 
can you add something like
this Assimilation: With this option selected captured cities retain their original build abilities. So if you capture an Egyptian city you will be able to build War Chariots (Egyptian UU) and Obelisks (Egyptian UB) in it. If you capture a Roman city you can build Praetorians and Forums in that city. Captured cities will not be able to build your real civilization units and buildings, so if you are playing as Babylon and you capture an Egyptian city you won't be able to build Bowmen (Babylonian UU) in it. You can now build diverse empires where samurai are trained in your Japonese holdings while your German territories enjoy the benifits of their Assembly Plants.

E.g improve the hover text? I can. ;)
 
E.g improve the hover text? I can. ;)

sorry but i didnt understand your answer . what is hover text . i asked if i conquere a city the city remains its culture and you can train their units.
edit :another suggestion a new slave specialist with a woman icon that will give the same as slave but not production bonus but happines

add another civ for power because junta is more a modern day word.maybe stronger΄ will (keep junta)

also food corp should compete only with food corp
 
sorry but i didnt understand your answer . what is hover text . i asked if i conquere a city the city remains its culture and you can train their units.
edit :another suggestion a new slave specialist with a woman icon that will give the same as slave but not production bonus but happines

add another civ for power because junta is more a modern day word.maybe stronger΄ will (keep junta)

also food corp should compete only with food corp

Oh, lol, I misunderstood.

(For reference, hover text is the stuff that appears when you hover over a setting, building, unit, etc and gives further detail).
 
OT
I hope you did well on your semester exams Afforess. Nice to see you post.

JosEPh :)
 
Long time ago, after my 1st 4 semesters, I had a 4.0 grade avg.:) , until I met Cobol and punch cards in 1979 :( . It was never the same afterwords. :p

JosEPh ;)
 
Not as good as I would wish, but my GPA is still pretty good.

nice to hear it.
in sevopedia in recycle centers it doesnt say that it decreases polution in the special abilities section

also i thing that mad is a little overpowered .
mad civ should be disabled when you play with the no nukes option
also farmscraper building 1 and 2 and 3 have the same bonuses
why Hagia sofia a church has a +1 happiness with atheist civ
 
Hagia Sofia is a museum now, making all the secular tourists in Turkey happy as well :)

edit: my only problem is relative slowness comparing to vanilla BTS, or even to some other complicated mods, but I guess being based on ROM it is "legacy" issue... probably not fixable.
 
Hagia Sofia is a museum now, making all the secular tourists in Turkey happy as well :)

edit: my only problem is relative slowness comparing to vanilla BTS, or even to some other complicated mods, but I guess being based on ROM it is "legacy" issue... probably not fixable.

ok then the catles should not give defence bonuses but be a tourist atraction .
Hagia sofia was created as a temple and that is what matters and not how it is used today :mad:

also how multiple production works? because i cant assigne more that one project than one
 
ok then the catles should not give defence bonuses but be a tourist atraction .
Hagia sofia was created as a temple and that is what matters and not how it is used today :mad:

also how multiple production works? because i cant assigne more that one project than one

Castles retain their defense bonus when you get more advanced units so you can still defend against all those old/inferior units your enemy has.

Mulitiple production means that any hammers left over at the end of constructing a unit or building go towards building what is next on the queue rather than being thrown away. This means that sometimes you can build more than one thing in a turn eg 4 axemen rather than 1 and waste the extra hammers.
 
Castles retain their defense bonus when you get more advanced units so you can still defend against all those old/inferior units your enemy has.

Mulitiple production means that any hammers left over at the end of constructing a unit or building go towards building what is next on the queue rather than being thrown away. This means that sometimes you can build more than one thing in a turn eg 4 axemen rather than 1 and waste the extra hammers.

i started a game with multiple prod... enabled i cant put more than one n the queue
 
i started a game with multiple prod... enabled i cant put more than one n the queue

I often have 5 or six in the queue. You are going into the city screen to edit your production queue? If you just use the pop up "what to build next" then you can only do one. If in the city screen press "shift" and click to at to the end of the queue, "ctrl" click adds to the front of the queue and if you press "alt" it means produce that unit forever.
 
well, yes - in that sense the mod behaves like regular Civ IV - shift + click for building of the queue, and alt + click for "infinite" build... so if you had "infinite" build of axemen in a city which has 105 hammers you would get 3 axemen per turn and not just one as in "vanilla BTS".
 
I really hate the new machine gun upgrade path.

Machine guns are great defensive units at the time you build them, but now they get upgraded to units that are actually weaker than machine guns against land units. Yeah they're better against air units, but thats not what I use them for (I prefer fighters for that), and I've yet to see the AI actually build an air unit (which is a different problem).

Grenadiers don't actually seem to beat rifleman despite the bonus against gunpowder units.perhaps thats intentional, but it makes the grenadier a very weak unit (which makes me wonder why the AI builds so many of them).

On transhuman era starts, the AI never seems to try to build high end units. They go for the hi tech unit path only, which caps out at 110 str, (compared to say, the assault mech units, that start at 120 str and are only two techs in from transhuman starts), they also never build aircraft. (possibly because they don't have oil products or similar?)

No killer instinct, the AI can't seem to absorb smaller weaker neighbors that its at war with, the war just goes on an on for hundreds of turns with no cities being taken by either side.
 
Afforess, good work on making an extremely competent and quality mod. Any changes forthcoming for balance are bound to be for the best, and I can hardly wait for it. And good luck in school in the future. :)
 
We should be able to Vassalize to the AI!!!!! :)
 
>when i have a charriot selected i cant see any other unit in the stack, not even the charriot. its not even giving me combat odds and it not letting me promote himit says i have 6.25/2 exp but it is not giving me promotions.
>can you make cart paths a little bit more noticeable i am i can hardly see them.
>with realistc culture spread my borders arnt expanding like they should, no they are not expanding at all.
>also the techs metal casting and bronzeworking are backward, casting is coming before bronze where it should be bronze before casting. BTW spearman is gotten when casting can you make them avalible with a early tech
>when i have slaves in the city they consume -1food +3hammer. while each pop point consume 3food(i like to think of this as three meals a day) that means the slave consumes 4food. i think the slaves should only consume 1 food not 4 can you change this?
>my units are getting enough exp from combat, my spearman killed a barb spearman and i only got .75 exp
 
Realistic Culture Spread
StormLord wrote:(in other words, had I chopped that tile before the border pop, it would be mine, but not if I chop it afterwards).

That's one of the many reasons I don't use this option. Vanilla BtS the AI chopped everything and lost out because of it. This pushes the AI back into old habits that with this mod are counter intuitive, thereby reducing the AI's effectiveness. At least imho it does.

I believe this should be revisited/ re thought out to make this Option more viable. If this causes more "chopping" by the AI it, in the long run of the game, retards the AI's future growth because of the long term loss of production that is coupled with the concept of chopping.

And (in the same vein of thought) only when Vincentz made the Jungle Camp did the AI do Anything with Jungle tiles, instead of chopping them All down.

JosEPh
 
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