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[Religion and Revolution]: Feedback and Questions

Discussion in 'Civ4Col - Religion and Revolution' started by raystuttgart, Jul 13, 2012.

  1. Marla_Singer

    Marla_Singer United in diversity

    Joined:
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    Messages:
    12,769
    Location:
    Paris, west side (92).
    You're thinking about RAR Americas map right? I agree with you. The Dutch have already been sent to the Caribbeans, but I agree that England, Sweden and France in the North is still too much.

    The best would probably to move the Swedes South at the level of Rio de la Plata. That' would be funnier in terms of gameplay (even though it's not historically relevant but it's not the mos important I believe here). So this way we would have on the East side from North to South: Denmark (that we could move closer to Newfoundland as Iceland is really a bad spot), France, England, Spain (in the Gulf of Mexico), the Netherlands, Portugal and Sweden. And then on the West side near Alaska: Russia.

    What do you think?
     
  2. Marla_Singer

    Marla_Singer United in diversity

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    Location:
    Paris, west side (92).
    @Schmiddie, @devolution: may I propose you a corrected version of RAR Americas map (with the Swedes in Argentina) so that it would be added to the next version of 2.7 mod?
     
  3. Marla_Singer

    Marla_Singer United in diversity

    Joined:
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    12,769
    Location:
    Paris, west side (92).
    I've been working on a very large map prototype (300x150 tiles of size, nearly twice bigger than a gigantic map), and I stumbled on something really unexpected: the globe view fully works on it!!

    So apparently the bug doesn't come from the map size only. Maybe it's also a matter of format. The map I created (based on earth) is wider than it is tall. Gigantic maps experienced up untill now were all taller than they were wide. It's worth being noted though that it's a very raw prototype, with only grassland and ocean tiles, but I don't believe this impacts globe view.

    Enlarge map
     
    ConjurerDragon likes this.
  4. R_TEAM

    R_TEAM Chieftain

    Joined:
    Apr 12, 2016
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    23
    Wow - this is really unexpected ....
    But prove the rule - only if you know the source code, you know exactly wats going on ... all other time it is a shot in the dark or at best in grey area ...

    regards
     
  5. Schmiddie

    Schmiddie Chieftain

    Joined:
    Feb 27, 2012
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    Location:
    Germany
    I will think about that.

    But I'm currently not working on the mod. Maybe in a few weeks I will start modding again.
     
    Last edited: Feb 1, 2018
  6. Drunk-Monk

    Drunk-Monk Chieftain

    Joined:
    Sep 14, 2008
    Messages:
    11
    Actually I haven't played with that map. I have just used A_New_World, where the AI tends to all cluster together on the same continent, handicapping themselves and the natives, and the player has the rest of the map to themselves.

    Some more suggestions:

    Have you considered changing the methods by which the Natives acquire Guns and Horses? Historically, the Natives acquired them also through independent trade or theft, so perhaps this could be simulated by events, or a kind of diffusion in which by stockpiling large amounts of Weapons or Horses increase the likelihood of the Natives acquiring them. Also as of now the Natives have no use for Blades, whereas historically, the introduction of metal tools and weapons was very important.

    Another thing that seems to be missing, is the overexploitation of resources, this had an important impact historically in the Americas, for example with the Beaver-fur trade and Bison. As the mod has so many resources this would be balanced, as the game could give you a warning and you have the opportunity to retrain. After exhausting a premium fur site you could cut the forest down and start growing barley for example, it would also encourage constant expansion rather than the situation now, in which you just need to develop some key industries and then watch as the money rolls in.

    I feel at the moment there needs to be a streamlining in the amount of military promotions available. Many seem to be very repetitive, for example Forced March is a better version of Explorer. Homeland Guard an overpowered form of Minuteman. I think that the Animal Hunter promotions should be restricted to the Scout and the Whaling Boat, as its pretty useless for every other unit. The Piracy and Merchant Vessel promotions also provide a negative attribute, which goes against the positive manner of the other promotions, and the Great Discoverer promotion is very overpowered.

    Traits:

    The Experienced General trait should apply to all the military units, as of now it doesn't include Conquistadores, European Line Infantry, Cavalry etc. The Experienced Admiral Trait does not include Man-O-War or any of the trade ships.

    The Determined trait is far too strong, at 100% against the REF, it should be cut by at least half.

    Consider renaming the "Undemanding" trait, its definitely not a character trait that would be associated with a great leader. As its boosts production whilst requiring less resources, maybe something like efficient might be more appropriate?

    Question:

    Why are Rangers and Native Mercenaries in pairs, whilst every other Infantry unit is in a trio?
     
  7. stefmaster

    stefmaster Chieftain

    Joined:
    Dec 24, 2012
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    36
    Location:
    Mackenrode, Germany
    A quick question:
    Once in a while a message occurs that e.g. an expert farmer in Jamestown wants to join my nation.
    But this unit is in a foreign town and doesn´t belong to my nation.
    How can he join me? Do I have to capture him?
     
  8. Marla_Singer

    Marla_Singer United in diversity

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    Location:
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    If I think about the same event, you would get the free unit if you say "yes", and it will then belong to you. However, it may irritate the European power from which comes the colonist in which case you would be getting -1 in relation with him.
     
  9. stefmaster

    stefmaster Chieftain

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    Location:
    Mackenrode, Germany
    I think this is not an Event openend in a window and there is no choice saying "yes" or "no" either!
    It appears at the message bar between two turns and at the same time the opponent City, where this unit belongs to, lights up at overview map
    Are you sure that I automatically get this unit ?
     
  10. Hecur

    Hecur Chieftain

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    i thought this hapens when this event happens for the AI
     
  11. devolution

    devolution Chieftain

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    Gender:
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    Location:
    Stavanger, Norway
    - I leave this to the map makers. We can't really do this in general due to how the random map generator / starting positions work.

    - Already implemented for a while. When a townhall is built, the city tile gets a free plastered road. When the trainstation is build, the city tile gets a paved country road. (Not totally sure if those are the atual names!)


    - We need to find some better names for them, maybe someone can contribute better names (English & German)


    - Agree, will have the AI produce less of them. Generally it underproduces wagons and overproduces coastal transports.


    - Easily modifed in GlobalDefinesAlt.xml


    - There is no reason why it should be better or worse, the Russians should behave just like any other AI.


    - There are many imbalances at the moment, I don't really have the time to correct them since I want to focus on AI work. Patches are welcome!


    - This is just silly AI behavour. I'll add it to the list of stuff to look at.


    - The constitution (or civics) are rather silly and imbalanced. An overhaul is needed at some point. We really should merge in @Nightinggale 's civeffects and get a proper tech tree and civics, but that would require a lot of programmer time. Anyone feel like stepping up ?


    - Not too hard to implement and could be done in python. This is something someone could contribute without having to understand (too much of) the DLL.


    - The revolution aspect is the weakest point of the game in my opinion, but we don't have resources to rework it.


    - I agree that the natives should be able to plunder weapons from all armed units. Added to the list.


    - More poor AI decision making. Added to the list.


    - Currently the only downside is a 50% chance to get the tribes's attitude towards you reduced by 1 point. I agree that this is not enough and I'd like to rework it into being a chance for the tribe to refuse contact instead (like when bargaining fails)


    - I am working on having offensive wars against fellow Europeans have more consequences.


    - I don't have enough data about what the King does since it happens so late. If you have a save where the King behaves poorly, do upload it for inspection! I have noticed that the king does rather poorly on island maps and terribly when the bulk of the players cities are far inland / towards the west, protected by borders of other players or large bodies of water.


    - I agree that they should scale with the game progress \ wealth if of the player.


    - Not sure


    - Several ships should have some form of gentle rebalance and I like the proposal in the "A little bit about ships..." thread,


    - Need some consensus here. Wagons shouldn't be too expensive for many reasons (the primary one being the AI). As for the carriage carrying other wagons, that sounds a bit like an exploit! I'll look into it.


    - I agree that galleons are too much of the "ultimate ship", good at everything and simply a replacement for all other ships. Note sure what the best way is to correct this though.
     
  12. TheIanOakley

    TheIanOakley Bugged

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    I'd let other ships carry the big stuff too, not just Galleons.
     
  13. Sarin

    Sarin Chieftain

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    Aug 18, 2013
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    That made me get an idea.

    How about, instead of transporting the treasure whole, we had to move it to colony, then break it down to gold, silver and gems amounting the value of the treasure, using some static conversion ratio, not the price in europe? It would allow other ships carry the treasure, and as a bonus, you could actually crash the market by flooding the Europe with them, which is pretty much what happened in reality.
     

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