TETurkhan Test of Time (Map & Mod)

One thing I've noticed is that the civs with mapmaking have a huge advantage. I think that you should make a new tech, Oceanfaring, to get galleys. Then you make that civs that start with mapmaking start with Oceanfaring instead, and they don't get to trade maps. To me (playing random maps) it takes the fun out of exploring, because when you come to a civ with mapmaking, you just trade maps and voila, no more exploring. Also the civs that start with mapmaking have a massive advantage because they sell their maps for cash/tech. Anyway, if you do not want to, at least consider it for ranom map versions.
 
Something in reedtwostep's last post gave me a funny idea - funny in the sense that it made me laugh.

I don't expect the editor would have enough resources in it to bring this about, but wouldn't it be a blast if there were a mirror image to the Golden Age, namely the Dark Age? You'd get a little message that says: "Rome has just entered its dark age." I'm not sure what would happen, but at minimum shield and gold production would fall off dramatically. Maybe there would also be -2 contentment in the cities, and maybe even a dramatically increased chance of culture flips.

A dark age in the post-Legionary era where gold production shrinks dramatically and suddenly all legionaries start charging maintenance fees would put a quick halt to Rome's imperial expansion. Maybe dark ages could be keyed to the golden ages of rival states - so that England's golden age sets off Spain's dark age, and Rome's golden age sets off the Celts' dark age. Well, I'm almost certain this is too heavy a modification to the game, and our limited editors can't make it happen. But if we could, it would be great.

Edit: Oh how would you like this message popup: "The black plague has struck our country!" That might actually be doable, since we already have a mechanism for jungle disease...
 
I am still early in my game, but I have come across something that I think is a little unrealistic.

I'm playing as the Vikings and by turn 5 many of my cities are already able to rush a barrack. The rest that don't have a fish in their radius follow suit as soon as they hit population 2. It seems ridiculous to me that the same barracks I rush on turn 5 can be used to build Veteran tanks in the modern era. As I said, I am still early so maybe you have something to get around this later in the game.

If you do not, I would suggest doubling the build cost of barracks. Just a thought.

Thanks for all of your hard work Tet!
 
maybe you could think of the some 1000 of years of maintenance as good enough payment to keep your barracks militariy updated...
(im bias, i like early barracks and veteran spearmen :))
 
I thank all of you for emailing me offering to help - I will contact you all tomorrow. The plan is basically to get all the recommendations, ideas, more units, bugs etc written down then posted here. Give people a few weeks to discuss them and from there decide which ones will be implemented into version 2.0 and implement them.

Kind of like a hit-list.

It will be a huge undertaking but I think one that will be worth while.

TET
 
I believe I have found a method to totally destroy the AI's tech lead... every time. It works *too* well, and makes things a lot easier. Maybe other people have been using it for ages and I am just a little slow... but it still seems too easy. This is World map with cities mode.


Two prerequisites: Writing and a heap of gold.
Make embassy.
Steal tech.
In the ancient age, which is as far as I've gotten in 1.9x (1.93 currently), it only costs about 600 gold to steal 'safely.' I believe I stole Map Making first, and then used it to achieve tech parity.

Later, I bought Polytheism off Arabia before anyone else but them had it. I promptly sold it to Egypt for 2400 gold, effectively bankrupting them and bringing me past 8,000 gold.

I've stolen a few others, mostly from Egypt, and then I distribute it to everyone who can pay more than 400 gold or 20gpt.

Turnly income: 100-130gold per turn.
I am researching Currency, and, as the mighty Tamerlane, ruler of Turkistan, am third in the world in terms of score, after India and China.

I like the Nomads that Mongolia is using extensively... they give the Khanate*more* than a fighting chance.

A nice world-war-I type conflict is brewing in Asia, and I'm in dire straits, but that is entirely my own fault and I'm *still* a leader in tech. :)
 
hehe, turn up espionage costs quick!
 
I like espionage costs semi-cheap, they get a bit ridiculous as they are in regular Civ. The problem here is that tech is so expensive in this game that all you need is one scientist and 0% tech to get it at the same speed as you would with 100% tech. I think it was said earlier that the AI doesn't adjust their tex/science level, so they don't get the same huge amount of money as a human player, putting them at a huge disadvantage at stealing tech on their own.

If espionage gets more expensive, I hope it doesn't get *too* expensive. I'd rather see techs come faster, even if it means halving their cost but doubling the ammount of techs that have to be researched... this at least would make the science/tax meter more useful and would prevent the human player from getting too powerful by abusing something the AI can't comprehend.
 
I tried the espionage thing, but it seems that after stealing a tech from someone they catch me on a subsequent attempt. so after you've stolen a tech from everyone ahead of you, you can't steal anymore from them, I wonder if it has something to do with the difficulty level or something.
 
Actually that has something to do with the way Civ3 works -- it's the same reason you can't reload and re-attempt a battle. For lack of better words, all the "dice-rolls" in Civ3 are predetermined (I'm an RPGer, sorry). So any calculations are always pre-made and happen the same way no matter what. It's a little disappointing, but at the same time prevents the save-and-reload cheat. ;-)
 
Originally posted by Lt. 'Killer' M.
as he said: soon!

It isn't easy to place resources, because gameplay and realism are at odds. If you want to place huge deposits only, which will give you a good number of each resource for gameplay, you will end up with many historical starting positions that are practically resource-free, if you add resources to these areas, then you end up with say over 30 coal worldswide for 16 players - not good!

Also, Rubber is a ridiculous resource and should better be replaced by copper, also, Horses are restricted to central Asia in BC times, want to do that historically correct????????? Difficult things to balance in a mod, so give him some time!


I agree, there should be a strategic Copper resource, but heartily disagree with you on rubber. Rubber was absolutely essential in WW2 particularly and remains so today in our modern economies. You simply cannot have motorized vehicles without it, and in the real world, there are very few places that have rubber. The Germans did manage to synthesise rubber from their oil reserves, but as you can imagine, this was a massive drain on their fuel. No rubber = no landing gear, tires, gasmasks, tank tracks, etc etc.
 
D.Minky, i thought that by disabling the option PRESERVE RANDOM SEED before starting a game the battles and anything else(e.g. espionage) now have a random outgoing, so its possible to to use the save and reload cheat, onyl for those who need it :D.
 
The TETurkhan Team to those of you that haven’t written me yet – keep in mind this is not a full time commitment. I am merely looking for a group of people that I can call on at anytime for support. If you are busy when I ask for help – no problem, I can just move on down the list until I find someone that can assist. So far the following people have written me offering their help and are now officially part of this team:

• Moulton
• Bobisback
• spork
• BobTheTerrible

I hope more of you will come forward though – just email me at teturkhan@hotmail.com, subject line: TETurkhan Team. Make sure to include your full name, alias used in forums, time availability & area of expertise (basically what areas you can assist me in)…

That’s it!



So to start things off – I need the following done:

• I need someone or some people to go through this entire thread and summarize all the points that have been brought up. These will be posted once complete and everyone will have an oppotunity to discuss them. Once consensus is reached I will move it to my “to-do” list. Here is a few points I picked out from the thread that should give you an idea what I am looking for:

o Another suggestion, is there any way to make a synthetic resource? Meaning you research saltpeter, but if you don't have any then 2-3 techs later you research a tech, maybe not a required one, that acts as a saltpeter resource. - Kormer
o Isn't plastic made from petroleum? I am not sure, just wondering, if so, than it is covered with Oil, and then when you discover plastics, it makes the ability to make the plastics. Here is a possibility... Make rubber a required resource for infantry, tanks, and whatever else it is currently used for in the game, and make a new advance further in the tree called synthetics, Unless is there one??? Then you can make new units that have the same stats as the other units that require the rubber resource, but make them so that they do not require rubber. - pap1723
o I have a suggestion for the Greeks. Instead of giving them knights give them Cataphracts (sp?) for example since in medieval times they didn't have knights in the same way Eastern Europe had them. - Kanaric
o Historically, Nav. or at least astronomy should be req'd - oliver088
o When I think of the bomber in the game I think of a WWII B-17 which should probably have a much lower operational range than 35. 15-20 would be more reasonable. I shouldn't be able to bomb Bejing from Moscow with WWII units running around. I was thinking putting in a third bomber between bomber and the stealth with a range of like 50, the B-52 maybe - Kormer
o Just to add a little input, I noticed Kormer brought up an issue about Bombers. Smoking Mirror made a great "Tri-Motor" bomber that I use an my first bomber level, then the regular Bomber, which looks quite formidable, is a step up from that one thestonesfan
o I'm playing as Persians and I am in alliance with the Israelis in the late ancient. As soon the Turkish and Arabs felt in war with us, I could discover Chivalry. So I hoped the new Persian Cataphracts (Persian Chivalry in third Persian Dynasty) could help us from the invasion. Instead of a Knight, I could only build an Arabian horseman. – Houman



To-Do List Based on these posts (there are many more that will be posted later

• addition of Cataphracts for Persians & Greeks
• addition of synthetic rubber & plastics (through techs) nulifying requirement of rubber
• exchange of maps moved to astronomy
• addition of an early bomber
• New UU for Abyssinians & Songhai
 
Why add in synthetic rubber and plastic? They are man made and can be made from common materials. Once you get to the point in the game where you would be using synthetics just remove the resource requirement to show that you can make your own resources now.
 
Originally posted by TETurkhan
• Josh (what was your alias?)

BobTheTerrible. Sorry, I thought I mentioned it.

BTW, I see you are making map exchanges come later? This is something I've been wanting. You should now probably rename Map Making to Seafaring.
 
Hey tet I was looking through the early part of this thread and found links to some units you might want:

quote:
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The eagle warrior
http://forums.civfanatics.com/showt...&threadid=28442
The alternate Jaguar Warrior
http://forums.civfanatics.com/showt...&threadid=29057
And a plumed Archer
http://forums.civfanatics.com/showt...&threadid=28337
Camel
http://forums.civfanatics.com/showt...&threadid=20866
Mameluke
http://forums.civfanatics.com/showt...&threadid=23146
Cataphract
http://forums.civfanatics.com/showt...&threadid=23224
Horse Archer
http://forums.civfanatics.com/showt...ht=horse+archer
Arab Horseman
http://forums.civfanatics.com/showt...ht=horse+archer
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Originally posted by TETurkhan
Summary of Thread broken into 5 parts one person responsible for each - that way the work load is not as much.

Pages 1-10:
Pages 11-20:
Pages 21-30:
Pages 31-40:
Pages 41-50:


TETurkhan could someone else do my work load, (if someone is willing to) I am busy working on the unit list you asked for.
 
bobisback - sure thing no probs...
How is it coming along BTW?

So far no volunteers :confused:
yeah I know its boring going through all the previous posts but you know there have been many good points brought up and I think we should inject them into the mix and create some discussion.
 
I can pick up two... the first two? I was dreading scrolling through 300+ printed pages -- took me a week to read it the first time.
 
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