Suggestions and Requests

But you can neither clear nor settle on marsh.

Anyway whatever happened to making culture more useful? I fully support adding extra great people birth rate and happiness for every culture level a city reaches, and since that would require actual coding bothering Leoreth about it is a more efficient way of getting it done than doing it myself.
 
So I did the necessary changes to incorporate all the LoR videos for national wonders and a few world wonders. Should I do the same for Academies and War Academies too? I set the video for Triumphal Arch to that of the National Epic in LoR, but I'm not sure how fitting it is. I'm also unsure about shrines, because the movies are only for the vanilla religions which means the one for Judaism is superfluous unless you want it for Temple of Solomon which will then rarely be actually seen by anyone and this leaves Zoroastrianism with what it currently has. Also since you will be reworking Christianity in the future I'm not sure how the Church of the Holy Sepulcher fits into all this either.

At any rate I am still trying to get my fork to run, so Git is currently the biggest obstacle.

Anyhow, I took a look at CIV4CultureLevelInfo.xml and suggest the following bonuses for reaching each of the culture levels:

10 Culture - Fledgling: +10% Great People Birth Rate, -1% City Upkeep, +1 Happiness ("We are so sophisticated!")
100 Culture - Developing: +20% Great People Birth Rate, -2% City Upkeep, +1 Happiness ("We are so sophisticated!")
500 Culture - Refined: +30% Great People Birth Rate, -3% City Upkeep, +1 Happiness ("We are so sophisticated!")
5.000 Culture - Influential: +40% Great People Birth Rate, -4% City Upkeep, +1 Happiness ("We are so sophisticated!")
50.000 Culture - Legendary: +50% Great People Birth Rate, -5% City Upkeep, +1 Happiness ("We are so sophisticated!")

These bonuses would stack on each other, so a Legendary city would have +150% Great People Birth Rate, -15% City Upkeep and +5 Happiness just from culture! This would make investing in culture in your established cities actually worthwhile, which currently it really isn't. While the changes to how borders expand delayed the point at which culture wasn't worth it anymore, it didn't change the basic principle that culture is only worth anything in relatively new and undeveloped cities, especially since flipping tiles and cities is a lot harder in this mod than in Vanilla.
 
But you can neither clear nor settle on marsh.

But it can magically turn into a normal grass tile a few turns before Dutch spawn with Resources.py. ;)

So I did the necessary changes to incorporate all the LoR videos for national wonders and a few world wonders. Should I do the same for Academies and War Academies too? I set the video for Triumphal Arch to that of the National Epic in LoR, but I'm not sure how fitting it is. I'm also unsure about shrines, because the movies are only for the vanilla religions which means the one for Judaism is superfluous unless you want it for Temple of Solomon which will then rarely be actually seen by anyone and this leaves Zoroastrianism with what it currently has. Also since you will be reworking Christianity in the future I'm not sure how the Church of the Holy Sepulcher fits into all this either.

Leoreth said he doesn't mind if they only appear the first time you build a such a national wonder. If you can provide the wondermovies, I can provide the code so they only appear once.
 
Didn't I say I'd like more positive effects of having more culture?
 
Didn't I say I'd like more positive effects of having more culture?

Yes? And would you look at that, here is a concrete description of what those effects should be exactly! :goodjob:
 
So apparently that is what happened.
 
... Well it certainly hasn't been implemented yet, has it?
 
You have astute observational skills.
 
Please remove the annoying "bad relations" stability thing.
Even if I'm pleased with everyone I still got it. Amd it's silly anyway, why should "bad relations" cause my civ to collapse? I mean tons of civs had "bad relations" and were doing fine.
 
I like to think about these things holistically so I can only really talk about it when it's time for that. But yeah it's going in the same direction as I would.
 
I attached screenshots re resources suggestion. I went through painstaking research and only used the best scientific sources available to man (Wikipedia and/or something on the first page of a google search) in order to properly place them based on real life deposits.

As for the Netherlands, really I just want to put a single forest on the Amsterdam tile.

Also holy crap you don't realize just how distorted the ingame map is until you try cross referencing cities and resources in China.

http://www.mapsofindia.com/maps/minerals/

I think you got the Indian coal wrong.
 
http://www.mapsofindia.com/maps/minerals/

I think you got the Indian coal wrong.

I don't think so? I mean I guess it should be a bit more to the northeast, but I couldn't really find a good tile to place it there since I figured putting it on a hill would make the most sense, and also there are so many plantation resources already in the way.
 
I think coast and ocean should damage units that end their turns in them, like some features do in Final Frontier. That way you can only have ships afloat for a limited amount of time before they have to enter a city or fort to refuel if you will. This would also also us to get rid of the gamey Cape feature.

Thoughts? I would do it myself in my modmod, but right now it is only a tag for features, not base terrain, so apart from creating a new pseudo feature to out on every single coast and ocean tile there is not much I can do except for reading up on how to compile a DLL or bother Leoreth with my showerthought of the day, and guess which option I chose.
 
The AI is not good at handling these things.
 
Well then make it good at handling these things!

...

Please?

Really, it just has to send any ship to the nearest city when next turn its health would fall below 50%.
 
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