Suggestions and Requests

I have seen Khmer as Dai Viet with Siam also existing.

Suggestions:
1) Consider tweaking the culture spread for Inca on mountains, it seems like they have a normal culture spread rate for mountains which seems a little silly.
2) Consider increasing the Inca core size, due to goal #3 I was making a lot of cities and I got multiple territorial crises causing cities to secede due to small core size.


EDIT: I am wrong on #1, it appears that Inca does in fact get a bonus to culture spread on mountains, it treats them like hills, that said I don't know how the game calculates the cost for those tiles
 
Interesting, I just finished an Inca game without problem. You are not supposed to let all cities grow large, the game ends early at 1700 AD. Build courthouses when needed, don't trigger stability checks(e.g. don't acquire new techs) after you begin the final expansion spree.

For Inca, the one core city can support the peripheral population of the ~5 historical cities. Actually, due to the constant use of slavery, in my game those cities never get a chance to grow until the very end.
 
Interesting, I just finished an Inca game without problem. You are not supposed to let all cities grow large, the game ends early at 1700 AD. Build courthouses when needed, don't trigger stability checks(e.g. don't acquire new techs) after you begin the final expansion spree.

For Inca, the one core city can support the peripheral population of the ~5 historical cities. Actually, due to the constant use of slavery, in my game those cities never get a chance to grow until the very end.

Avoiding stability checks is extremely gamey.
 
I have a suggestion to make nuclear weapons harder to make and make them more realistic. Yes this is in light of the Iranian deals.

1. Once the Manhattan project is completed, any other nation should have to do a national wonder called "Nuclear Program" it took Russia a little while to develop their own program. I would say make it cheap enough to make strong nations able to build it quick ish, but expensive enough that it takes smaller countries longer.

2. Make something so you know when a country has nuclear weapons. Just knowing if someone is armed is good enough, as not everyone knows how many nuclear weapons other people have IRL, but everyone knows that North Korea has nukes, but no one knows how many exactly.

3. Get rid of the stupid global warming mechanic. That isn't how it works. There are more advanced, better versions of global warming for civ 4 somewhere.

4. Make nuclear weapons more politically straining. The first few should be less straining, like Hiroshima and Nagasaki.

5. Perhaps add a third nuclear weapon, the atomic bomb. It would have the distance of a bomber but would drop a nuclear bomb instead and would be a one-time use. Instead of the tile it hit and the radius, perhaps just the tile it hit, or not, that part isn't as important. It would be available with radio, like the bomber, or so but would require fission as well.

With nuclear weapons being as important as they are, they shouldn't be taken lightly.
 
Avoiding stability checks is extremely gamey.

Controlling 60% of South America is gamey too, that's how the game works. If you want to increase the core area for Inca, to be effective you need 3 good core cities(because with a single core city, the weight is {2*iCurrentEra + 1}, while with multiple core cities, the weight is {iCurrentEra + 1} for each core city). And that's definitely not going to happen.
 
Interesting :mischief:, can we expect an Inca guide in our new gameplay thread?


Interesting, I just finished an Inca game without problem. You are not supposed to let all cities grow large, the game ends early at 1700 AD. Build courthouses when needed, don't trigger stability checks(e.g. don't acquire new techs) after you begin the final expansion spree.

For Inca, the one core city can support the peripheral population of the ~5 historical cities. Actually, due to the constant use of slavery, in my game those cities never get a chance to grow until the very end.
 
I'm curious about Inca - my never won UHV, tried Maya - wasn't lucky enough on several occasions, one time the French settled North America in 1400 AD, their Galleons were virtually everywhere?!
 
Maya game by its nature depends heavily on AI performance. Inca games are less so, 1 or 2 European colonies in South America wouldn't ruin the whole game. I don't think this is the right thread to talk about it though.
 
Is there any way to play this mod multiplayer hotseat? Or is it not built in a way that can accommodate two players?

(My apologies if this is an often asked and answered question. I dug around and couldn't find an answer.)

Thanks to Leoreth as always for his hard work on this project!
 
Suggestions on tile culture cost:
  • Tamils: Reduce iCultureCost for ocean
  • Khmer: Reduce iCultureCost for Jungle, eliminate for rainforest
  • Congo: Reduce iCultureCost for jungle, rainforest and mud
  • Brazil: Reduce iCultureCost for jungle and rainforest
  • Canada: Reduce iCultureCost for tundra & ice

Is it intentional that England consistently founds Cambridge in the 1700 start?
 
Is there any way to play this mod multiplayer hotseat? Or is it not built in a way that can accommodate two players?

(My apologies if this is an often asked and answered question. I dug around and couldn't find an answer.)

Thanks to Leoreth as always for his hard work on this project!
If you have enabled cheat mode (cheatmode=chipotle in the config file), you can cycle through civilizations with Ctrl+Z. It's not the best way to do it, but should be sufficient for a hotseat game.
 
If you have enabled cheat mode (cheatmode=chipotle in the config file), you can cycle through civilizations with Ctrl+Z. It's not the best way to do it, but should be sufficient for a hotseat game.

I'm sorry but you may as well have been speaking Bayerisch there. Can anyone explain that to a coding newb?

Vielen Dank.
 
Alright, sorry, some people are already familiar with cheat mode so I didn't know how much detail was required.

In your Beyond the Sword folder, open _Civ4Config and search for "CheatCode", then change it to "CheatCode = chipotle".

This enables a couple of cheats in the game. I actually messed up before, pressing Ctrl+Z reveals the entire map. But if you press Alt+Z, you'll take control of the civ directly after you in the turn order. This way, you can cycle through all civs in the game.

It's not the most comfortable way to change players for hotseat but it works.
 
Alright, sorry, some people are already familiar with cheat mode so I didn't know how much detail was required.

In your Beyond the Sword folder, open _Civ4Config and search for "CheatCode", then change it to "CheatCode = chipotle".

This enables a couple of cheats in the game. I actually messed up before, pressing Ctrl+Z reveals the entire map. But if you press Alt+Z, you'll take control of the civ directly after you in the turn order. This way, you can cycle through all civs in the game.

It's not the most comfortable way to change players for hotseat but it works.

Thanks as always Leoreth!
 
You're welcome.
 
Not to bump my own things, but I honestly want to know if the things I mentioned with nuclear weapons are possible or realistic.
 
Possible yes. Beyond that I can't give much more than a blanket answer: I want to make nuclear weapons more interesting, your ideas sound similar to what I had in mind, but without further thought into it I can't really say anything of substance.
 
That's really all I needed :) thanks :)
 
Alright, sorry, some people are already familiar with cheat mode so I didn't know how much detail was required.

In your Beyond the Sword folder, open _Civ4Config and search for "CheatCode", then change it to "CheatCode = chipotle".

This enables a couple of cheats in the game. I actually messed up before, pressing Ctrl+Z reveals the entire map. But if you press Alt+Z, you'll take control of the civ directly after you in the turn order. This way, you can cycle through all civs in the game.

It's not the most comfortable way to change players for hotseat but it works.

Hey Leoreth - My buddy and I gave this a shot, and we ran into a problem:

So he played Moors and I played France. We switched "control" to France, and did the alt-z cycle to each control france and Moor's turn. The problem was that any units the player not hitting "enter" for that turn did not move themselves would end up being moved by the computer. The computer also would change civics for the technically uncontrolled civ. Any advice here?
 
Back
Top Bottom