State of the Mod: 7/24v3

Could the Investment System be applied to CS?

One of the reasons for CSD in the first place was it was too easy to instantly buy CS favor with truckloads of gold. So instead, could you make it where the gold buys you influence, but it ramps up slowly....just like base favor does when you get the patronage policy.

Combined with CSD, envoys could get you smaller amounts of influence...but its instant. This would bring gold more directly back into the CS game.

The other gold sink idea...what if mercenary type units were not a policy, but simply units everyone could do. So now everyone has units they could buy only with gold. Would be a better sink, and historically makes a lot of sense (Medieval countries bought mercs and armies all the time).
 
Also wanted to take a moment to say:

Gazebo, once again a thank you and a congratulations on the mod to date. While we don't agree on everything (and never will!:), I can say with confidence that this product has produced a game better than the original. While I have been gone, I have watched from the shadows, and your perseverance has gotten the mod to where it is today.

A kudos!
 
Would it be possible to invest gold into units, so that they come with special promotions? Like, a small combat bonus (10%?) per x amount of gold invested.

If E&D does basically that, I wouldn't know, I haven't touched it yet and I don't plan to :P
 
Could the Investment System be applied to CS?

One of the reasons for CSD in the first place was it was too easy to instantly buy CS favor with truckloads of gold. So instead, could you make it where the gold buys you influence, but it ramps up slowly....just like base favor does when you get the patronage policy.

Combined with CSD, envoys could get you smaller amounts of influence...but its instant. This would bring gold more directly back into the CS game.

The other gold sink idea...what if mercenary type units were not a policy, but simply units everyone could do. So now everyone has units they could buy only with gold. Would be a better sink, and historically makes a lot of sense (Medieval countries bought mercs and armies all the time).

I could bring back gold gifts (even with CSD enabled) but add in a substantial cooldown between gifts. This would allow you to spend money in a pinch, but not really be able to use it as a sure-fire way of getting an ally.

G
 
I could bring back gold gifts (even with CSD enabled) but add in a substantial cooldown between gifts. This would allow you to spend money in a pinch, but not really be able to use it as a sure-fire way of getting an ally.

G
Would it be possible to have it act as influence over time? That way, envoys would act as big boosts to wrest control while donations/investments act as a way to counteract the decay but not to outbid another civ.

That would give both uses a niche, make them "feel" different and also make keeping up relations less micro-managy while keeping the neat map-based interaction for contested CS.

Sent from my phone, please excuse terseness and typos.
 
Would something like using large amounts of gold to rush-buy or finish a technology be viable? There would no doubt have to be a long cooldown on it and it would have to cost a lot of gold... but I'm talking about perhaps using the investment function for buildings but to finish research on a technology.. Theme it as if the civ paid huge sums of money to bring in the best minds from across the world to help with research for a short time. Maybe it'd be something for E&D though...

Also, as someone pointed out already - I'm not a massive fan of the resource reveals being tied with technology... Sometimes on a high difficulty I'll want to rush down one side of the tree to grab a wonder as early as I can, and I'll put off researching to reveal fish or horses or whatever. By the time I get around to finally researching them I could have 3 or 4 cities already and then realise I've missed a good tile by 1 hex or so. It's a bit annoying although I suppose that could be my tradeoff for wanting to rush a certain technology :/
 
I've had quite a few ideas about gold-sinks that just end up falling flat because gold just varies way too much, even if you balance the prices of the sinks between eras you still end up with situations where your income isn't balanced around the gold-sinks cost.

Ideas include investing in a city to get WLTKD, investing in temporary global happines (or GAP/turn i guess), investing in relationships with the AI (not exactly sure how this would work, but currently giving things to the AI doesn't result in anything).
 
Would it be possible to bring back trading/buying Great Works (as in through the Deal screen) from beta screenshots of BNW? That could be another potential gold sink.

Alternatively, what about the ability to offer a large, flat, era-based amount of Gold on the Great Works trading window for Great Works?
 
All of the terrain reveals tied to tech....I don't understand the point of this. All of the early techs are good for one thing or another, I don't need all of the tile reveals tied to it as well.
Honestly I really feel the same way, nothing bother me more than moving my first settler to the coast only to finally reach sailing and realize I have no fish anyways, at the same time I moved away from 3 deer-tiles that I couldn't see either.

+1
more of a nuisance than a fun element
 
Would it be possible to bring back trading/buying Great Works (as in through the Deal screen) from beta screenshots of BNW? That could be another potential gold sink.

Alternatively, what about the ability to offer a large, flat, era-based amount of Gold on the Great Works trading window for Great Works?

I think the AI might have a hard time figuring out how to value the trade. I think that's on top of them being bad with theming bonuses?

On a completely different note, I enjoy the resource reveals from tech. I like trying to figure out exactly which ones I can afford to skip so I can rush a tech, and then figuring out when its more beneficial to just see the resources I've missed so far.
 
Yeah, I realized it'd probably be hard to program - the AI rarely, if ever, trades GWs for GWs in the existing system as it is. That's why I was wondering if a flat Gold-for-GW trade through the GW screen would be possible instead, just as another gold sink option.

I like the resource reveals too. I didn't at first, but they make the early game more interesting - and it makes sense, at least to me. How do you get extra food from deer if you haven't invented traps or bows yet?
 
I like the idea of having gold as the "wild card" yield, a kind of way of substituting other yield that you might need extra of. But it should generally be way less efficient then getting the yield you need the normal way. Now it works like that for production, but i could be extended to include science, culture, faith and maybe some "non yields" like xp, happiness etc.

Examples:
-Spend X gold: next policy costs Y % less culture
-Spend X gold: next tech costs Y % less science
-Spend X gold: next gp (choose) costs Y % less gp-points
-Spend X gold: next great prophet costs Y % less faith
-Spend X gold: all units revive Y xp
-Spend X gold: receive Y happiness for Z turns
The cost X is increased each time you do an investment.

Perhaps a bit redundant with events and decitions, but it could be a simple alternative to that mod and some interesting decisions in what gold-sink to invest in...
 
On the city state front I think we still need to look at Patronage. With it I am able to hold onto most city states from my competitors without even sending units. I think there is a fundamental problem with a policy tree that basically removes the need to interact with that part of the game. Perhaps we could look at transferring some of its power into the capture of city states (or even, all puppeted cities), as has begun with the embassy and feitoria changes last patch.
 
Using 7/24v3 with the Piety&Prestige mod.

Every time I select a religion all my cities automatically adopt it. Same happens for all cities founded after the religion is adopted.

Is this a part of CPP I hadn't noticed before (Also asked in the P&P thread if it was part of P&P)?

EDIT: It seems it isn't instantaneous - its just really fast

\Skodkim
 
It's part of P&P yes. Stage religions spread extremely quickly domestically if you have a high Piety level but all your cities can deconvert if your Piety drops too much.
 
The other thing I've noted about investment is how very expensive it is.

I just did a brief sampling of the Gold to Hammer ratio for investment.

Some of the early buildings like the Shrine have a 9.5 G/P ratio.

Many of the buildings run in the ~7ish G/P ratio.

So far the lowest I saw was the factory at 4.45 G/P, though I have not done an exhaustive review.


EDIT: Oh its even more expensive than I thought, I actually had the full industry tree filled out when I gave those numbers! I will have to recalculate.
 
The other thing I've noted about investment is how very expensive it is.

I just did a brief sampling of the Gold to Hammer ratio for investment.

Some of the early buildings like the Shrine have a 9.5 G/P ratio.

Many of the buildings run in the ~7ish G/P ratio.

So far the lowest I saw was the factory at 4.45 G/P, though I have not done an exhaustive review.


EDIT: Oh its even more expensive than I thought, I actually had the full industry tree filled out when I gave those numbers! I will have to recalculate.

Just keep in mind that the investmentcosts are bugged in the current version.
 
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