Rhye's Catapult

I don't think doing away with leader traits is a good idea, but I do think doing what Rhye suggested is. Allow me to explain: leader traits in and of themselves are a very nice feature. That said, some of them have effects that are no longer relevant when placed on a finely-balanced world map with many hidden effects. Instead of doing away with leader traits, we should revamp them - replace them with relevant effects, things that have nothing to do with geography and everything to do with attitude and style. Have expansionists produce settlers 25% faster, and/or better yet, have expansionist settlers give +1 happy with a cap of 1 when garrisoned - hoarding settlers will be actually useful, and then allow you to quickly capitalise on any new lands your civ likes. Have seafaring leaders produce ships quicker and when a city under these leaders is producing a naval unit, have that city receive +1:traderoute:. Have educational leaders always receive a bonus to science equal to 5% of the gov't's income. Have aggressive leaders give +1 gpt in cities currently producing a military unit. Have diplomatic leaders give +1 gpt in the capital for every Open Borders treaty you have in effect. We can easily think up, and a bit less easily but still feasibly create, a whole new set of leader traits that makes sense in this mod.

In other news, today I did the big Biology exam I was studying for like crazy, so now I have a bit more time than before for the next week, and after that I will have even more time. I need to boot to Windows especially to play Civ and I'll do that when I have a good few hours to invest in playtesting. Right now I can't do that, but hopefully that will happen over the next few days some time.
 
After quite a bit of playtesting I have a few balance suggestions if your open to them.

1)The Greeks need some serious help. Their starting location is horrible and they start with too few units. I'd suggest we slightly improve the area around Athens and increase the units they start with a bit.( 1 more Phalanx,settler and worker should do it). Maybe we can slightly improve tha area around where constantinople would be too.

2)The Mongols could use a bit of starting help. Because they start next to China they almost always get eaten up soon after coming into existence.

3)The Chinese need to be toned down. In ever game I play they always rank at the very top.
 
Rhye, you mentioned that I should take a peek at your mod in my thread about city names, and I responded about the Greek World mod, but then realized you probably meant this one. If there's a message or page about the city names, if someone could point me to it, it might be very helpful!
 
Great idea, Blas. I'm too beat for any ideas now, but it's something to keep in mind.

Stupid Aztecs and their stupid Riflemen! I'm still in the Top 4 in score and tech, but they keep distracting me! :mad: Ah well, it's a fun game! :D

SilverKnight

P.S.--I'm on vacation, so internet connection is sparse.
 
Arkaeyn said:
Rhye, you mentioned that I should take a peek at your mod in my thread about city names, and I responded about the Greek World mod, but then realized you probably meant this one. If there's a message or page about the city names, if someone could point me to it, it might be very helpful!


Yes, in CityNameManager.py you might find maybe not what you're trying to do but something similar (a plot/city name correlation), which may help you.
 
To everyone here:

I've succeeded in adding the stars.
Now, what would be the best parameters to judge how powerful a civ is?

Gold, Science, Growth, Production, Culture, Starting situation
for example.

Plus a further line Military that doesn't contain a rating but the branch in which the civ is more powerful (a free promotion). Naval units for England, Mounted for Mongols, etc.


Can you think something better to summarize all the values contained in the modifiers?
 
Trade (=gold, resources, science)
Growth (=terrain health and food)
Productivity (=industrial power)
Culture (should include your chance to be religiously active)
Military
and that can be it. You don't need to much information, these categories summarize it down to the relevant categories. Maybe you can add Starting Situation just to represent how much you have to fight to survive, but other than that the other categories can summarize the end effect of your start.
 
When the next version ?
 
The parameters could be either

("mod" means "modifier")

Trade = civic cost mod, unit support mod, maintenance mod, proximity to water, luxuries + starting techs, research cost mod
Production = hammers, unit cost mod, building cost mod, wonders cost mod
Culture = culture mod, GP mod, religions
Growth = growth mod, food, size of cities, health mod, upgrade time mod, work rate mod
Starting situation = starting location, starting era, barbarians presence, starting units, starting techs

or

Gold = civic cost mod, unit support mod, maintenance mod, proximity to water, luxuries
Science = starting techs, research cost mod
Production = hammers, unit cost mod, building cost mod, wonders cost mod
Culture = culture mod, GP mod, religions
Growth = growth mod, food, size of cities, health mod, upgrade time mod, work rate mod
Military = unit mod, starting units



where as you can see, the starting situation is splitted into starting units and techs (there's not much more to fill those 2 fields)
 
I was thinking last night that a good way to lessen the effects of the "eternal arms race" phenomena whereby the AI just sits on its ass and builds units would be to increase the cose of unit maintence. At a certain point the AI would not be able to afford more units. As it is the armies get too massive and, just to keep up I have to build so may units that the game becomes a chore to play.
 
Rhye, as you could guess I like the first option better. It's more informative, at the end of the day. It's also less micromanagement-oriented.
 
MrThing said:
I was thinking last night that a good way to lessen the effects of the "eternal arms race" phenomena whereby the AI just sits on its ass and builds units would be to increase the cose of unit maintence. At a certain point the AI would not be able to afford more units. As it is the armies get too massive and, just to keep up I have to build so may units that the game becomes a chore to play.

is this issue specific of this mod?
 
Do you anyone know where to get the download???Aslo Rhye could you help me with my Indigenous America AlCosta told me that you would probably be the best canidate for this mod (However you are probably not giong to be able to help me becuse you probably very busy and I will not be offended if you say no)I just wanted to ask http://forums.civfanatics.com/showthread.php?t=173932
 
I like the idea of different civs getting different bounses militarily.
 
Slavic Sioux said:
Do you anyone know where to get the download???Aslo Rhye could you help me with my Indigenous America AlCosta told me that you would probably be the best canidate for this mod (However you are probably not giong to be able to help me becuse you probably very busy and I will not be offended if you say no)I just wanted to ask http://forums.civfanatics.com/showthread.php?t=173932

sorry, I can't help. I'm very busy with my mod, plus an I've got an exam next week and if this weren't enough, I can't stop watching the world cup ;).

the download is buried somewhere in the last pages. I hope that it may help you (you could reuse some of the python code for your own purposes)
I plan to release a new version monday (but it will depend on RedThreat)
 
That's what I thogut just wanted to ask
 
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