Suggestions and Requests

Changing someone's flag is the first thing I've done in modding Civ4 I think. It's easy to learn, why don't you try it yourself?
 
Wouldn't that require python skills? Because the flag changes would have to be situational, right? Anyway, I do not want to derail the thread... If the time permits it I should look into it then. I have only managed to fool around with modding in civ2 and civ3 so far as well as hearts of iron... The best I have managed in civ4 is leaderhead swaps.
 
I've experimented with a similar modcomp once, but I didn't continue with it. It's not realy hard to make such a modcomp. Is very similar to the dynamic name system.
 
Wouldn't that require python skills? Because the flag changes would have to be situational, right? Anyway, I do not want to derail the thread... If the time permits it I should look into it then. I have only managed to fool around with modding in civ2 and civ3 so far as well as hearts of iron... The best I have managed in civ4 is leaderhead swaps.
It would, but even that is probably not that hard to figure out. Iirc, SoI even does that flag changes too (for respawns), so I think I have migrated the necessary method into DoC already. The rest is basically just coming up with conditions and applying them, which is similar to dynamic name or leader changes.
 
I was playing as Canada and waiting for them to spawn on Epic and I had no idea what year it was on. So I opened up WB and added calendar. That made me think. What if you were to do something similar for the different civilizations? If you could make it so that it adds the tech while waiting to spawn and then takes it away upon spawning if the civ shouldn't have the tech that would be helpful. Or just have the year show up even without calendar and then goes away upon spawn. Just to make it easier to tell where you are in your wait. It isn't always clear when you're spawning in as, say, the Turks or Congolese on Marathon using the 600 AD spawn. Thoughts?
 
That's a good idea. I often find myself asking the same question, especially when the autoplay progress bar doesn't show up for some reason.
 
Would it be feasible? I assume so.
 
Yeah, it's not a problem at all.
 
I remember you were talking about making forts better, what if forts on cultural borders were stronger than regular ones? Also, what if somehow forts could be upgraded so that they can be merged with other improvements. Forts are hardly ever by themselves. If you look at modern day forts and ancient forts, there is sometimes a town, a village, a mine, an oil field, etc. that it is protecting. So say you build a fort on wheat on the edge of your nation. You build a fort there and it gets double defense bonus or so. Then, upon building the fort, you build a farm on there. You could also possibly make it that there has to be soldiers stationed there for the farm or whatever to actually be usable. Just a thought.
 
I remember you were talking about making forts better, what if forts on cultural borders were stronger than regular ones? Also, what if somehow forts could be upgraded so that they can be merged with other improvements. Forts are hardly ever by themselves. If you look at modern day forts and ancient forts, there is sometimes a town, a village, a mine, an oil field, etc. that it is protecting. So say you build a fort on wheat on the edge of your nation. You build a fort there and it gets double defense bonus or so. Then, upon building the fort, you build a farm on there. You could also possibly make it that there has to be soldiers stationed there for the farm or whatever to actually be usable. Just a thought.
The problem with making forts double as improvements is that I don't want to make it too easy to have them everywhere. Building a fort should be deliberate decision.

I think the greatest problem with forts is that playing defensively is just not a viable solution in this game under any circumstances. Either your stack can destroy their stack or not, and if it can, you're immediately in the offensive afterwards. That's mostly because initiative is too powerful in this game, forts can be evaded, attacking cities is associated with strong bonuses, and the way collateral damage works strongly favors attack. I have plans to address all of these points somewhat.
 
Yeah, it's not a problem at all.

Is Calendar a Classical tech? IIRC adding a classical age tech and then removing it will bump a civilization to the classical era even after removal.
 
It is, but I will not solve it by assigning the tech. I'll simply modify the interface so that it displays the correct date regardless of techs as long as you're in autoplay.
 
It is, but I will not solve it by assigning the tech. I'll simply modify the interface so that it displays the correct date regardless of techs as long as you're in autoplay.

Well, that'd be a more elegant solution indeed :lol:
 
I came up with idea about forts.
What if a fort which is built on resource would give normal fields - 1.
So that the subtraction would be taken from the least valuable type, :commerce: < :hammers: < :food:.

Some examples: if you build a fort on pig you would get 2 :food: instead of 3.
If you build a fort top of cattle you would get 1 :food: and 1 :hammers:.
If you build a fort top of marble you would get 1 :hammers: and 1 :commerce:.
 
I came up with idea about forts.
What if a fort which is built on resource would give normal fields - 1.
So that the subtraction would be taken from the least valuable type, :commerce: < :hammers: < :food:.

Some examples: if you build a fort on pig you would get 2 :food: instead of 3.
If you build a fort top of cattle you would get 1 :food: and 1 :hammers:.
If you build a fort top of marble you would get 1 :hammers: and 1 :commerce:.

Imo Forts should just give a flat 1H1C wherever they are built. It's not much but at least it's somethng.

Also give Watermills back their second commerce! Why did you have to nerf them Leoreth?
 
Maybe not from the beginning, otherwise workshops would be useless, but I could see some techs improving the yield from forts.
 
Maybe not from the beginning, otherwise workshops would be useless, but I could see some techs improving the yield from forts.

Feudalism and Artillery?

I'd like to see a fort improvement too - 25% procent is rather negligible in the late game when camping in a fort also means your opponents' City Raider promotions will be effective. Upgrading it to 50% along the way (by making them upgrade to Bunker or something) would be nice.
 
Yeah, as I said, I intend to turn this around when I change the warfare mechanics.
 
Back
Top Bottom