what do you mean by some cities lagging a bit behind? More or less in the industrial Age i got a lot of cities that have nothing to construct anymore and put almost every city to get gold, and just build something when the tech is done, its something related to this?
Confederation? It's a great civic no doubt, specially early in the classical age, but I prefer burning money away than fomenting unhappiness, so I would go for plutocracy/republic, the senate is amazingly powerful!!! The units production penalty is not that big considering you should not be producing units in cities that aren't specialized towards production. There are a lot of rather easy ways to deal with economy, not so much with public distressYup maintenance is real in this mod and you need to carefully plan when to settle a new city, specially if it's on another continent. So far I've had a little success with the Confederation Doctrine and it's huge maintenance cost reduction (but that means loosing the bonus hapiness from others government doctrines and a hefty penalty on units production...). Plutocratie is also quite good for gold generation if you, like me, have a "centralized" empire with one huge city and the other lagging a bit behind.
I support what others said, only do so if it is truly worth the expense. Colonies and war depend on so many factors that it's pretty hard for me to list them, conquest is less about if you can actually put up a good fight and more on the side of how long can you stay into that fight, it doesn't stop as soon as you beat the enemy, but it keeps itself on the roots of that land, draining all your energies until you can't keep holding your position. Only time and a good administration can stop it, in that sense, this mod does an amazing job at representing why very few colonies remain to this day, I've seen countless times the origins of many modern day countries retold in the colonies I've had in this game, history repeats! That said it's still a game, so if you try hard enough you can conquer the entire world and not break a sweat.And maybe expanding to another continent through war isn't a good idea either because of the maintenance? Should I leave the other continent out of my conquests?
THE NEW WHAT?!!!I love the effect of the new Leaning Tower wonder! It puts a whole new angle on going tall.![]()
I thought I had spoken about this before, but that happened to me some months ago... quite in fact I even found a screenshot dating from february! (how that remains in my storage is beyond me) looks like I forgot to show it.It's an intended, if relatively recent, mechanic. Usually if there is a civ alive, a city with its majority culture will simply defect to it - but if said civ is a vassal, it'll instead proclaim itself a "free" version of the same civ (especially since there's a high probability that the civ in question is a vassal of whoever the city was revolting from anyway). Glad to hear it works, as I never saw it happen in-game yet besides some specifically crafted testing scenarios.
Oh, there's lots of new stuff in there... Wonder-wise, just recently, two wonders were reworked (in one case, into a completely new thing), and a third one is on the way (maybe even today).THE NEW WHAT?!!!I really gotta try this SVN thing as soon as I can.
Not per se, especially not while two of them remain someone else's vassals. But those "sister civs" instantly assimilate each other's cultures on reconquest. Come to think of that, they should also instantly reabsorb one another if one is the other's vassal...3 Armenias and 3 Greeces... I swear my games are the craziest. Which makes me wonder, is there some sort of unification event in the mod? Something like them uniting again into one, peacefully of course.
Confederation? It's a great civic no doubt, specially early in the classical age, but I prefer burning money away than fomenting unhappiness, so I would go for plutocracy/republic, the senate is amazingly powerful!!! The units production penalty is not that big considering you should not be producing units in cities that aren't specialized towards production. There are a lot of rather easy ways to deal with economy, not so much with public distress![]()
3 Armenias and 3 Greeces... I swear my games are the craziest.
Oh, there's lots of new stuff in there... Wonder-wise, just recently, two wonders were reworked (in one case, into a completely new thing), and a third one is on the way (maybe even today).
It looks like all of us who aren't sneaking around are getting a really good Christmas presentNot per se, especially not while two of them remain someone else's vassals. But those "sister civs" instantly assimilate each other's cultures on reconquest. Come to think of that, they should also instantly reabsorb one another if one is the other's vassal...
Just to make things clear - whether I should start a new game or wait a little bit - are you talking about Great Library change or there will be another changed wonder too?and a third one is on the way (maybe even today).
It should have been exactly the same oasis as the original one, minus the trees, but that's on me for not testing in-game before handing to you. Here's a version with the fixed water. As for the size, did you forget about the XML scale entry?Beautiful! Although I would like it to be somewhat larger than an oasis - 3-4 times or so. And also with a color like the oasis on the tile to the right. If it can be done by changing the DDS file a little, I can probably do it using GIMP (I'm not particularly good at using that program - but it works). If it's in the NIF file - then.... well, then that's how it is.
Another all-new one.Just to make things clear if - I should start a new game or wait a little bit - are you talking about Great Library change or there will be another changed wonder too?![]()
Yes, I had forgot all about that. I have tried with 2 different fScale values (2 and 3) - <fScale>3.0</fScale> is the one I like.As for the size, did you forget about the XML scale entry?
Here you are centred.However - it looks like the lake has an anchor point in the middle of the tile, so when I increase the fScale value, the lake shifts up and to the right...... The larger the value of the fScale, the more it moves up and right.
Perfect - thanksHere you are centred.
As I mentioned before, I fail to see its gameplay relevance. Also, it will look ugly with units standing on it.Now that you've made it, how about including it in the next release?
Naaahhh. It's not that bad. Actually I do find it quite "ok".As I mentioned before, I fail to see its gameplay relevance. Also, it will look ugly with units standing on it.
Hmmm - I didn't really had that in mind, but it's a good addition. So I've done that now with this little change for my Lake in the CIV4FeatureInfos.xml file - <bImpassable>0</bImpassable> to <bImpassable>1</bImpassable> .But I agree that it would have to become an impassable terrain to avoid the "bath-foot" soldiers
Not necessarily. A big part of being successful in higher difficulties in learning how to accomplish more with less. At least with units. With cities it's about learning how to accomplish more with more. You can still reach wonders first, but you have to be deliberate. You won't casually arrive at a world wonder, but you can focus one down and get it (usually). Also the AI is sometimes less wonder-focused (I can go 200-300 turns in some of my games before anyone builds Pyramids/Stonehenge), so it's surprisingly not as competitive.I'm certain that the game would look REALLY different if I ever go up in difficulty : I will have to spend more time building units, probably won't be able to reach the World Wonders, and even my basic hapiness will be lower.
I don't mind the idea of lakes as tiles, but it's feels weird seeing them disconnected from rivers. But the game doesn't feel lacking for their absence.Whether it's enough to add something useful to the game - I'll leave that to the Boss.
Seems to me that now it is functionally identical to a single tile "coast" freshwater lake. Can't enter it with ground units, can't found cities on it, provides freshwater nearby...Hmmm - I didn't really had that in mind, but it's a good addition. So I've done that now with this little change for my Lake in the CIV4FeatureInfos.xml file - <bImpassable>0</bImpassable> to <bImpassable>1</bImpassable> .
Spoiler Freshwater lake - now without access to dirty soldiers :
Whether it's enough to add something useful to the game - I'll leave that to the Boss.
I can only write that I'm getting more and more happy with "my" little lake. Now I don't want to be without it.
I mean, your suggestion essentially boils down to 1-tile fresh water lake - which is already in-game.Perhaps it could be boosted to have 3 or 4and be an equivalent to Oasis for non-desertic area ?
Or perhaps only 2-3by default but having access to some building that would improves the tiles (like the fisherman's dock and stuff like that ?).
But I agree that it would have to become an impassable terrain to avoid the "bath-foot" soldiers, they does look quite silly![]()
Hmmmm. I might have to allow troops to move onto this kind of tiles afterall. Just to make the difference between the two options for a small lake more pronounced. Whether it will be ugly or fun to watch a battle over this tile - time will tell.I mean, your suggestion essentially boils down to 1-tile fresh water lake - which is already in-game.![]()