SLower Tech + other balances mod.

civlicious:
download the mod again. There may have been a problem if you snagged it at juuust the right time.

Also if you have other mods (pthyon ones) in the mod folder they may not be playing nice.

leonpoi:
THANKS! I'll go over that part again. It's a ***** to change as you have change the entries for EACH building type... the jungle thing should be IRONWORKING for roads, GUNPOWDER to get stuff like bananas, and such, and STEAMPOWER for just plain old clearing it away...
 
Hi, there!
First of all, i want to thank you for a great work :)

Some notes.
1. What do you think about adding Actual Quotes Diplomacy mod? I guess, it will be nice addition, cause it doesnt change balance at all.

2. Tiny omission. Civilopedia, part "Game Concepts", topic Victory. It states, that culture victory can be achieved when 3 cities accomplish 50K culture. I guess, there should be 65K.

3. In 0.7 i had some oddity with clearing jungles. I've researched machinery, but not biology. My worker in jungle squares can build mines (remove jungle), but not windmill (tooltip said, that i need biology). But after completing mine, i'll get access to windmill in this square. Is it ok? If not, i'll check it in 0.8 (installed it only yesterday).

Thank you, again.
 
Sorry if I missed it but could this mod be combined with the lost unit mod? I really like both mods and having a hard time to pick one to play but lost unit mod often end up winning just becuz it ades more deepth in the end game.
 
@Dearmad
I've gone through most of the xml files and changed the gunpowder/steel requirements back to what I thought you meant - and it works really well. I like the feeling of jungles staying around and it makes the deforestation of the map occur over time.

I'm almost finished a standard game and like the pacing alot. Had some wars and unlike normal games didn't start with swords and end with tanks.

Three little suggestions, and ones that I have changed myself for my own game.
1. I've changed uranium discovery back to physics, I like the feeling of trying to obtain the sources of uranium before fusion kicks in.
2. bunker and bomb shelter should be swapped (the nuke one was in refrig, I think you mixed them up)
3. Christian missionaries shouldn't ignore closed borders. I've kept their spread at 110% and move at 3, I think that is enough.

Whatever the case I think the mod makes a few good changes and one nice thing about it is that the final user can easily change things that they prefer anyway, and capatalise on your good work.
 
This is what I get when trying to load the mod either via preferences or ingame:

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ERROR
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Failed to load python module CvEventInterface.
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OK
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XML Load Error
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Failed Loading XML file XML\Units/CIV4UnitClassInfos.xml.
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OK
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XML Load Error
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LoadXML call failed for GameInfo/CIV4UnitClassInfos.xml.
Current XML file is: GameInfo/CIV4EraInfos.xml
---------------------------
OK
---------------------------
---------------------------
XML Load Error
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LoadXML call failed for GameInfo/CIV4UnitClassInfos.xml.
Current XML file is: GameInfo/CIV4EraInfos.xml
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OK
---------------------------
---------------------------
XML Error
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Tag: UNITCLASS_ARTIST in Info class was incorrect
Current XML file is: GameInfo/CIV4SpecialistInfos.xml
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OK
---------------------------
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XML Error
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Tag: UNITCLASS_SCIENTIST in Info class was incorrect
Current XML file is: GameInfo/CIV4SpecialistInfos.xml
---------------------------
OK
---------------------------
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XML Error
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Tag: UNITCLASS_MERCHANT in Info class was incorrect
Current XML file is: GameInfo/CIV4SpecialistInfos.xml
---------------------------
OK
---------------------------
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XML Error
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Tag: UNITCLASS_ENGINEER in Info class was incorrect
Current XML file is: GameInfo/CIV4SpecialistInfos.xml
---------------------------
OK
---------------------------
---------------------------
XML Error
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Tag: UNITCLASS_SETTLER in Info class was incorrect
Current XML file is: GameInfo/CIV4GoodyInfo.xml
---------------------------
OK
---------------------------
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XML Error
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Tag: UNITCLASS_TAOIST_MISSIONARY in Info class was incorrect
Current XML file is: GameInfo/CIV4ReligionInfo.xml
---------------------------
OK
---------------------------

It goes on like that for a while...my comp. has xml files set to open with notepad, could that be the problem?
 
Ah nevermind. I installed the mod in C:\...\Firaxis Games\Sid Meier's Civilization 4\Mods instead of C:\...\My Games\Sid Meier's Civilization 4\MODS.

Why the hell are there two directories anyway? Weird stuff. Anyway it works great now, thanks again!
 
I've been playing with this mod a lot lately, and I have to say the balancing is not very good.
Cities are often FORCED to create military units since they have nothing else to build nor the option to build wealth/etc.

It just feels weird.
I had 2 cities pumping out longbowmen at one every turn for about 25 turns because there was simply no other option.

you should move the 'create wealth' to one of the starting techs and make units cost a bit more, I think.

Also, tech trading should be moved back in the tech tree.
not being able to trade for basic techs except for in the long, long run makes you have to research them, which isn't in itself that bad, but it affects the pacing of the game and limits the choices the player has in research, since leaving most of these techs until guilds is suicide.

jungle clearing should be moved a little back (I thought this mod is about what helps the AI to make a better game, not about historial accuracy).


Hm..
That's everything that I think is wrong, basically.
It's a great mod, I still use it, but the first issue I wrote was driving me nuts
 
I know what you mean about creating units because you can do nothing else, that's a problem. Moving back the tech trading is pretty easy to do yourself, just search through the xmls and change the required tech. The tech tree and civopedia sort themselves out automatically.
I've made improvments possible with iron but forest clearing on steam - no good reason really. It's pretty easy to do, just remember to clear your cache.
 
Lightzy said:
I've been playing with this mod a lot lately, and I have to say the balancing is not very good.
Cities are often FORCED to create military units since they have nothing else to build nor the option to build wealth/etc.

It just feels weird.
I had 2 cities pumping out longbowmen at one every turn for about 25 turns because there was simply no other option.

you should move the 'create wealth' to one of the starting techs and make units cost a bit more, I think.

Also, tech trading should be moved back in the tech tree.
not being able to trade for basic techs except for in the long, long run makes you have to research them, which isn't in itself that bad, but it affects the pacing of the game and limits the choices the player has in research, since leaving most of these techs until guilds is suicide.

jungle clearing should be moved a little back (I thought this mod is about what helps the AI to make a better game, not about historial accuracy).


Hm..
That's everything that I think is wrong, basically.
It's a great mod, I still use it, but the first issue I wrote was driving me nuts

This sounds like you're playing an EPIC game... 25 turns? Hm. I make no promises regarding epic games as games running cloe to 900 turns are beyond my scope of ability to understand (though I mathematically porportion the balance numbers for it, much as Firaxis did).

In Normal paced games I've yet to run into being forced to create units, so some of it may come down to play style. I don't know. I tend to build very few military units at all. Usually less than 3 per city...

Anyway, v0.8b is being uploaded. Lengthens Epic game (per many requests, though as I say I don't get the attraction), fixed Jungle clear to match readme, and increased SS parts cost (per the 1.09 patch)
 
Awesome, I love this mod and I needs me that longer Epic game :)

You may not get the attraction, but it's all about getting emotionally invested into your Civilization. I don't want to be able to feel as though I can just "turn off this one and start a new one", I want to be ANGRY if the AI tries to screw with me. I want to put in enough work that any loss is painful. Makes you fight and play better, far more invested.

Thanks for this mod, this is great stuff so far. I definitely echo the call for the lost units mod to be bundled in, if you get bored.
 
I was playing on normal, and its not that I wanted to create a ton of units, its that I couldn't create anything else and unless you have the tech can create wealth/science/culture, you HAVE to build units.

Its less of a problem when playing on epic actually.
I made a few modifications to this mod and now its more to my taste :)
moved tech trading back to mathematics, increased unit cost back to 100%, made research in epic slightly more expensive, brought jungle clearing back a bit.. hm. works for me.

I can't find where you set the tech that creates wealth/etc, nor do I understand the whole turn increment thing, so I couldn't change those :/
 
All these mods sound great, but what does the AI do with them in single player? It's great that I could potentially "build" wealth earlier instead of units, but I would suspect that the AI has no concept of this and as such this mod unbalances the rules between human player and AI.

Am I off-base on this or has there been some accounting for this as part of the mod?

-cc
 
bdemz:
huh?

cautious chaos:
what i've done to address the feeling of having to build unit after unit by increasing the cost of buildings to more closely match the tech cost in the gamespeed xml. I think I did this in v0.8b. This will have some other far reaching effects in that cities won't develop as fast, slowing tech down a little bit more, economy slower too , but these will be tiny effects. The MAIN effect will be that there will be a building to be built in a city more often.

balancing this is very tricky, as little changes haveprofound effects over the course of a long game...
 
Dearmad,

So those types of changes should be fairly transparent to the AI in that all you are doing is changing the pace of the game. It doesn't necessarily mean that a player's (AI or human) approach would require alteration in order to win. It just means that everyone gets to savor a little more the various time periods in the game. You in effect will spend more time using longbowmen as musketmen are not necessarily right around the corner, like they are today.

My concern would be in adding in units or technologies or new build orders and how the AI reacts. If the AI is cognizant of only building unit after unit (because that's the core engine of the game), then a mod comes along to add a build order for "wealth" earlier in the game, will the AI be savvy enough to take advantage of this?

-cc
 
the ai will already build wealth at the end of the game if there are no buildings or units it wants to build, i dont have a spy academy in the early game though so im not sure if it does the same thing in the early game. But my guess is that it does use wealth in the early game just like it does at end game.
 
Hey Dearmad.
thanks for the mod. I have been playing with this for quite a while now. With the latest download the F1 screen list of cities is messed up. Is anyone else having this problem?

I love the jungles sticking around for such a long time. I am going to try and edit how long it takes to clear forests as well. It just seems too quick to clear them for me. Is there a way to make it take longer to clear forests until machinery becomes available?

Also you cannot get rice out of the jungles until medicine. Due to the farm needing to clear the jungle spaces. Could you tweak that as well? I think getting rice out of a jungle shouldn't need to wait any longer than the other resources.
 
I mentioned that the F1 screen was screwed a few pages ago. The domestic advisor python file is busted. Either remove it to have standard civ F1 or download an improved version from this site, maybe the special or otherwise some other improved domestic advisors. That's what I've done and it's sweet.
 
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