Suggestions and Requests

Formation was used in Ancient Mediterranean and middle east in classical era. At the same time in China they avoided as much as possible for stability reasons.

And to an extend this logic historically makes sence and helps the progression of the game.

At first I though a correlation with a tech, but this seems wrong, because China will discover it. So corelating it with a building is much more appropriate.

Maybe: Barracks: +3XP points, -1 stability

Rome pioritise barracks and gains instability, while China avoids them as much as possible, so we have an instable Rome and stable China.

I like the mechanism of rewarding play that specializes cities (which is good play in general) albeit through negative rewards.

Perhaps give the player +1 stability for the first barracks, +0 for the second, -1 for the third, -2 for the fourth etc.

Also a mechanism to get rid of unwanted buildings might be considered.
 
Formation was used in Ancient Mediterranean and middle east in classical era. At the same time in China they avoided as much as possible for stability reasons.

Really? Do you have a source for that?

Also a mechanism to get rid of unwanted buildings might be considered.

I recently thought about this in the context of power plants. How about a pseudo-random event that can frequently pop up in riverside cities that have a Coal and/or Nuclear Plant after the discovery of Plastics? If you already have a Hydro Plant there as well you can get temporary happiness ("We are environmentally friendly") and maybe a small gold sum by chosing to demolish your Coal and/or Nuclear Plant. Another option if you don't yet have a Hydro Plant in that city would be to pay a sum of gold to get one while also getting the free temporary happiness and the destruction of obsolete plants.

Or maybe this would make more sense as a global event affecting all your riverside cities at once rather than just one city at a time.
 
I think buildings producing power should just generally replace each other once they are completed.
 
What if due to a random event like the hurricane or espionage actions that plant is destroyed? Wouldn't it make sense for an obsolete plant to take over again if it was never explicitly demolished? Really, the only issue I have is that the nuclear disaster event can happen even if a city with a Nuclear Plant also has a Hydro Plant or gets power from the Three Gorges Dam.
 
But you can't have a nuclear plant and and hydro plant at the same time (without WB). If you build one, the other one will be replaced. You can have a nuclear plant in combination with power from the Three Gorges Dam.

Simple solution: If you build the Three Gorges Dam, all other power plants (except hydro plants) are destroyed.
 
But you can't have a nuclear plant and and hydro plant at the same time (without WB). If you build one, the other one will be replaced. You can have a nuclear plant in combination with power from the Three Gorges Dam.

Are you time traveling from a future where Leoreth already implemented that change? Because currently you most definitely can build all three power plants in the same city.
 
Perhaps he's thinking of Civilization III. Or perhaps I've modded this too long ago to be aware of the fact that it indeed isn't possible in IV. :p
 
Are you time traveling from a future where Leoreth already implemented that change? Because currently you most definitely can build all three power plants in the same city.

Probably a memory failure from me. I was pretty sure that one powerplant was being removed after you build another one. But it seems I was wrong.

Maybe it was a mod I played which had this feature.
 
Great, so now I am predestined to implement this.
 
My usual title is Knight of Time, that's like the job description.
 
Well, a friend of mine is a time lord, so I outrank you by proxy, and I order you to ignore merijn and merge my Enhanced Culture mod instead!
 
But why? Is there any problem with this beside the possibility of meltdown with unused nuclear plant?

The 2 :yuck: from the dirty power from the Coal Plant.

The coal plant has some strange abilities however. You can build one without access to coal. If so, it doesn't provide power, but it does provide the 2 :yuck: from dirty power.
 
Well, a friend of mine is a time lord, so I outrank you by proxy, and I order you to ignore merijn and merge my Enhanced Culture mod instead!
Your friend is a Lord of Time? Yuck.

But why? Is there any problem with this beside the possibility of meltdown with unused nuclear plant?
The 2 :yuck: from the dirty power from the Coal Plant.

The coal plant has some strange abilities however. You can build one without access to coal. If so, it doesn't provide power, but it does provide the 2 :yuck: from dirty power.
Right. I actually plan to do some things with power in tandem with some upcoming building changes. In particular, there will be more building effects that rely on power (things I could imagine is +25% research with power from Laboratories, +25% culture with power from Broadcast Towers, +10% food with power from Supermarkets).

The idea is to have the unhealth from dirty power scale with the number of buildings that consume power (but one source of power can still serve all buildings). Right now the reliance on power in modern cities is rather underrepresented, and the dirty power unhealth is usually too low to matter. In turn I can remove the nonsensical unhealth that factories and coal plants generate just for having access to particular resources.

Nuclear Plants are also due for better design. The current idea is to remove the chance of meltdown, and make them a prereq for constructing ICBMs. An engineer/scientist slot also couldn't hurt. I think the higher building cost and uranium requirement is enough to justify the extra abilities. Problems with reactor safety and nuclear waste can be better reflected with additional events, espionage options or civic effects.

For example, an Aging Nuclear Reactor event might give you the option to repair the plant (high money cost), dismantle it (lower cost, the building is removed) or ignore the problem (chance of meltdown, event will continue).

The idea is to make the choice of plant type more interesting. Currently it's usually Hydro Plants where possible (except where Coal already exists because you can't remove them) and eating the health penalties for coal everywhere else.

A replace logic is easier both for the player and the AI to handle compared to allowing removing arbitrary buildings.
 
The 2 :yuck: from the dirty power from the Coal Plant.

The coal plant has some strange abilities however. You can build one without access to coal. If so, it doesn't provide power, but it does provide the 2 :yuck: from dirty power.

Oh, all those things work correctly in K-Mod (without removing buildings, they just don't give unhealthiness when not used) so I thought it's a BTS thing because it seemed reasonable. All combinations including Three Gorges Dam and plants being destroyed and everything seem to work well in K-Mod.
 
Small suggestion for cultural border mechanics.

Tiles in the first ring around the city should be inside the border if it is in the core of the civ. The tile south of the city in the screenshot is an example of it.

Spoiler :
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The 2 :yuck: from the dirty power from the Coal Plant.

The coal plant has some strange abilities however. You can build one without access to coal. If so, it doesn't provide power, but it does provide the 2 :yuck: from dirty power.

Coal Plants only give dirty power if they are the only plant in the city and you don't have the Three Gorges Dam.

Right. I actually plan to do some things with power in tandem with some upcoming building changes. In particular, there will be more building effects that rely on power (things I could imagine is +25% research with power from Laboratories, +25% culture with power from Broadcast Towers, +10% food with power from Supermarkets).

Gosh, I wonder where I heard of these ideas before? :cool:
 
Coal Plants only give dirty power if they are the only plant in the city and you don't have the Three Gorges Dam.

I tested it right before I posted it. It does produce dirty power when you have both a Coal Plant and a Hydro Plant in the city. I didn't test the Three Gorges Dam.
 
I tested it right before I posted it. It does produce dirty power when you have both a Coal Plant and a Hydro Plant in the city. I didn't test the Three Gorges Dam.

Did you get 4 or 2 unhealth? Power itself always gives 2 unhealth, dirty power gives an additional 2 for a total of 4.
 
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