TETurkhan Test of Time (Map & Mod)

Tet, can anything be done about relations with other countries? Because diplomatic pacts are so common (mutual defense and military alliance), and wars are so frequent, inevitably every country hates you very quickly. Likewise, my advisors hate every country for "backstabbing" our "friends" who had just recently backstabbed us anyway. Is there anyway to make civilizations forgive and forget more easily, or will we always be doomed to feel the repercussions of even the most bloodless wars for thousands of years?
 
I tried to chart the wars and alliances, and finally gave up.
Something is happening here. Is it the sheer number of civs on the map, and nowhere to put down their settlers? Next game I try I will limit the number of civs, even though it removes some of the history, and see what happens.
I see countries like Spain, with one island city, and Celts, with one city in Sweden and one island, turn after turn they sign alliances and declare war, but they are not capable of taking any action, thus they abrogate their contract by not sending troops.
Egypt, after many turns of war with me, and never sending troops, signed Celt, and then sued for peace in the same turn.... now 12 turns later, she signs an alliance against Celt...
I will plot the civs on a graphical presentation... Visio or something, and try to track the changes and durations.
The final result is that they spend all their shields and gold on military units and alliances, and research and infrastructure goes down the tubes. At 1700, I am still building cathedrals in many cities -- my culture level is way low -- from what I normally do -- but every civ is in awe of my culture.
TET: Maybe the cost of buildings is too high in relation to the cost of units?
 
Originally posted by gameforchiu
Hi,
I have downloaded 1.93 version. How can I use the hudge map with city?

thx

sam

You must have PTW. You go to "load scenario" from the main screen, and choose "TETurkhan Test of Time (with cities)" and you will have the huge world map and all civs, and cities.
 
Originally posted by mazzz
Do you have an estimate to when 2.0 will come out?
Well i guess i am part of the TET team now i helped out with the summaries, so i'll answer this one :p
TETurkhan will do most of the work on version 2.0 in the editor of the new expansion called Conquests. I believe that expansion is expected somewhere in the 4th quarter of this year, so a rough estimate could be 1st-2nd quarter 2004.
 
The following is a summary of suggestions & points brought up in this thread. Please review them, and lets get as much discussion started on them as possible. The ensuing discussion will assist in the making of version 2.0

Note, that some suggestions were left out because they were impossible to implement. Others I have not listed because of certain restrictions. ;)

Special thanks goes out to BobTheTerible, Moultan, Zabba & Taurendil for compiling all of this :goodjob:



1. RESOURCE: Adding of Synthetic rubber & Pastics as a strategic resource. I tend to agree with Nder (see his quote below) - The question then becomes with what technology would these resources no longer be necessary?
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. - Nder
2. GAME CONCEPT: Victory Point Locations. Have Victory points in certain cities that were strategically important in history. Such as the Suez Canal, Jerusalem, Panama Canal etc.
3. UNIT: Eagle Warrior. To be given to a South American Civ, preferably the Incas.
4. UNIT: Longships. For the Vikings, comes with an earlier tech before Map Making.
5. UNIT: Desert Warriors. Given to Arabs.
6. UNIT: Longbowmen: Given to English.
7. UNIT: More variety of units for American Civs as well as Songhai, Zulu especially in the earlier eras.
8. UNIT: Cataphracts. Given to Greeks instead in place of Knights. Same also goes to Persians, have such a unit available to them before the coming of Islam.
9. UNIT: WW2 Bomber.
10. GAME CONCEPT: More Modern Era Techs. Especially around the WW2 time period.
11. UNIT: ME 262. Hardly gets enough use in the game, adding more techs (suggestion given above) will enable player more time to use this unit.
12. GAME CONCEPT: More Governments. Reedtwostep suggestion is very interesting. I can make government types that are Civ specific. I will however put this to you people. If you want more government types, go and find out all the details and submit them to me. I will make Civ specific governments if you assist me.
13. WONDER: Eiffel Tower. Improve relations with other Civs.
14. WONDER: Apollo Program. The entire world map should become revealed once built.
15. GAME CONCEPT: Government Specific Buildings. Problem with this is what happens to the wonders & improvements when a player switches governments. Otherwise this is a great suggestion.
16. UNIT: Multi-figure Units. Certain units to be multi-figure.
17. GAME CONCEPT: Start Year 4300BC instead of 5000BC.
18. MAP: Irrigation in South Italy.
19. UNIT: Eastern Orthodox Unique Units. They should have their special ones because they did not use Knights Templar.
20. GAME CONCEPT: Manual & Strategy Guild. There is a thread already up but perhaps when 2.0 comes we could come up with a thorough guide since the mod plays so different than a regular game.
21. UNIT: Stronger Crossbowmen. Currently they are too weak.
22. UNIT: Trebuchet. Before the use of a canon.
23. UNIT: War Elephants too cheap. Will consider increasing their costs.
24. UNIT: Spy or Secret Agent.
25. UNIT: Early Submarine.
26. UNIT: Steam Frigate.
27. UNIT: Grenadier. European unit between Musketman & Rifleman.
28. UNIT: V-1 Rocket, precursor to the Cruise Missile. I really like this suggestion.
29. UNIT: Canoe. Strictly for American Civs. Movement rate of only one, and cannot go beyond coastal waters.
30. WONDER: Statue of Liberty. The effects still need to be determined.
31. IMPROVEMENT: Steel Mill. The effects still need to be determined.
32. IMPROVEMENT: Radio Tower. The effects still need to be determined.
33. IMPROVEMENT: Prison. Makes less corruption and citizens happy.
34. WONDER: CNN. Global effects. The effects still need to be determined.
35. WONDER: Sphinx. The effects still need to be determined – consider there are already many Egyptian Wonders
36. MAP: Great Wall. I am debating getting rid of the Great Wall Wonder in place of it actually placing a great wall on the map across China. Actually I will do this, and place non-mobile units on the wall.
37. UNIT: Combat Engineers. Minimum Defence. Works more faster than regular engineers, however costing more to maintain.
38. RESOURCE: Wood.
39. GAME CONCEPT: DyP Meets ToT. I have already spoken about this with Kal-el, the designer of DyP. He has agreed to let me work with his mod taking components and integrating them into Test of Time. You will see bits and pieces of DyP in version 2.0
40. GAME CONCEPT: Increase Anarchy. Especially when a capital is lost – there should ensue a long period of unrest.
41. UNIT: Templar Knights really are Knights Templar. I realize this, but Templar Knights sound so much better – however for historical accuracies sake I will change it.
42. UNIT: Guerrillas. They do have hidden nationality now and can go over mountainous terrain easier. Zero Attack – solid Defence with substantial lethal bombard strength. Great suggestion D.Minky & Rasputin!
43. UNIT: Religious Units. They have all been scaled back a bit in power.
44. UNIT: Cost of Ships. Ship prices are based on modern costs. I realize however that WW2 these maybe a bit too much. In consideration of this, I will be looking to have some ww2 type naval units added. Not as powerful as modern ones, but also not as expensive.
45. MAP: Single Tile Cities invulnerable. Amphibious units will be available to most Civs enabling them to take over such cities.
46. GAME CONCEPT: Songhai’s power will be reduced.
47. GAME CONCEPT: Mutual Protection Pacts will be moved later on the tech tree. This should finally solve having contact with too many Civs very early in the game.
48. GAME CONCEPT: Wonders.
Hey Tet, A possible solution to some of the Euro Power balance could be to not place the wonders from the start. Not only does it give the Euros a lot of power it isn’t historically accurate. And we all know that the goal of this mod is historical accuracy. I know that you want the Wonders to be built in the proper cities and I have a way for that to happen without pre-placing them.
1) Make a new resource for each city that you want a wonder to be built in, e.g. Resource Rome, Resource, Alexandria, Resource Athens, etc.
2) Place these “City Resources” under each corresponding city
3) Make the appropriate Wonders require said “City Resource” be within the city radius in order to be built.
4) Now those wonders will only be able to be built in the city of your choosing.
I recommend that you then lower the costs of each wonder so that they can be built rather quickly by even the lowliest city. Otherwise you will see the AI spending inordinate amounts of time building the wonders when they should be building other things. - Kal-el
49. UNIT: Privateers. Will not be able to capture other ships etc.
50. GAME CONCEPT: Gold for Units. Cashing in units for gold. A great idea that I will look into
51. GAME CONCEPT: Spork’s Observations. There is extensive work being done to give Europe new improvements, techs, resources etc. This will facilitate their rise to prominence during the age of exploration and through out the Industrial age. The weaknesses of the AI have been noted and measures are being taken now to alleviate them.
52. GAME CONCEPT: High Research Costs. The AI will always place a lot of commerce into research, even if it would still take the maximum time. I will make sure that even 20% tech rate will make a dent
53. GAME CONCEPT: Diseases. Spork makes a great suggestion here. I ask that someone go through history and find out whenever there were plagues etc. This search should not be limited to Europe but the entire world. Americas when they were discovered by Europeans etc. I need to know the time it took place, the amount of people that perished etc.
54. ADVANCE: Early Seafaring. Something before map making for Civs like the Vikings.
55. GAME CONCEPT: Map Trading. Will not be available until astronomy.
56. RESOURCE: Copper. I want to know what this would be used for before adding it to the game.
57. UNIT: Archer Bombard Strength. To be given to units that uses some sort of missile weapon. Such as - Babylonian Bowmen, Archers (and all their replacements)
Longbowmen (and all their replacements - but not berserks)
Guerillas
 
56. Copper: is used with tin when making bronze, the ratio was something like 7 units of copper and 1 unit of tin. In the bronze age copper was very common material, but tin was very hard to find (usually found in the river bases). So in this light the tin would be more suitable as a strategic resource.

On the other hand, copper could be used as a luxury resource. Copper is used to make jewelry, kitchen utilities and electrical chords. ;)
 
You must have PTW. You go to "load scenario" from the main screen, and choose "TETurkhan Test of Time (with cities)" and you will have the huge world map and all civs, and cities

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Thx
I already have PTW and load the game. It shows the orginial map with city in 1.7 version of Teturkhan.

How can I play the big map (362x 362) with city?
 
Tet, Conquests will have trebuchets included with it. Also do you think you will be adding in the new Conquests civs if its possible?

Another suggestion: For early ranged units like archersa, you can give them a Bombard rating of 2 and a range of 0, so that if archers are in a stack of units they will get the "Free shot" thing that cannons get when their stack is attacked. So having archers to support your stack would greatly help on defense.

Also how about a Coastal Gun emplacement or something. It would have like one move and two or three range and have lethal naval bombard. Also what about adding Howitzers for the Germans?
 
12, 13, and 36 can't be done. That is unless you know something about Conquests that you shouldn't be telling us. :D
 
Originally posted by BobTheTerrible
Another suggestion: For early ranged units like archersa, you can give them a Bombard rating of 2 and a range of 0, so that if archers are in a stack of units they will get the "Free shot" thing that cannons get when their stack is attacked. So having archers to support your stack would greatly help on defense.

I love this Idea give all ranged unit a bomber but no range. I also have a suggestion about putting America in the game, why do you make America have Iroquois UU in the beginning and make them have America UU at the end.:) therefor you have Iroquois and America in the game but they are still one civ.
 
1-4 The addition of all these units makes sense. I especially like the idea of the long boat. I suggest giving it a high bombardment to simulate the ability of the Vikings to wage amphibious warfare with great success.

18 This makes sense but I have no suggestions.

20 This is a must. The crossbow was a very important weapon, which is under utilized in the game because of its weakness. The latest issue of Military History as a good article on the crossbow, a very good read.

26 This would be a very solid addition.

35 Great idea. Look forward to seeing this.

45 This is a must. In the test games I have played the AI can’t handle the Songhai.

46 Amen!

47 Great Idea. Go for it.

51 As thinks are now the human player has too big of an advantage. Rather than high research added tech as in DYP is a better way of slowing tech advancement down.

New Ideas

Request from Firaxis that Barbarians can control cities. This would make the early game much more interesting and would help solve the China/India problem. What I have in mind is this. Each Civ starts with just their capital (all other cities are controlled by the Barbarians. Under Barbarian control a city will act just like an encampment and produce units every so often. If this is not possible, perhaps they could add to the editor the ability to predetermine the content of goody huts. This way you could place a goody hut were every city should be and flag it to create a city when captured. Although this would not give the “correct” name to the city every time, it would show which Civ originally controlled that city in the game.

If these solutions to the China/India problem do not work I suggest that you drop or lower the free support of units for additional cities and raise the support cost of units. By raising the support cost of units large standing armies become a drain on research and happiness. The effect of this would be that the larger an empire got, the more expensive to becomes to defend. This might also simulate the boom and bust pattern we see throughout history.
 
1. Synthetic rubber became widely available during WW II. I remember my father being afraid to drive during daylight, for fear the tires would fail...
Could it be keyed to the last tech in the Industrial Age? or Computers in the Modern?

9. Perhaps specifically Plastics as a tech development...this also came at the end of World War II.

14. Changing government would not change the buildings... Same thing that happens to Gov specific buildings now... they just change their name and/or use, and go on.

30-32. Steel mill is just a particular type of factory/manufacturing plant. Why a seperate improvement? Radio tower? They came as a result of electronics, and every city has one or more. Prison I like... But no one likes to live near one... Maybe they could have an area corruption effect? Put them in a small town, and that town stops growing?

39. I like this. There should be some effect from the loss of your capital...

51. I am currently making 600gold per turn... setting research to 0 since even 100% makes no dent in the 50 turns..and will for two techs. so I could have 60,000 when I get Economics and Theory of Gravity. Meanwhile, the AI is going broke. I let them get Navigation -- and promptly stole it, but almost the total AI commerce went into that effort - so they have no city improvements, since they take so long to build, and they had no cash to hurry them. Nor none to buy tech and luxuries.
But not 20%. I would suggest keep them expensive, but buyable at 80 or 90 %.

Edit:
I wil have comments on ships after I get into the modern era
 
For early ranged units like archersa, you can give them a Bombard rating of 2 and a range of 0, so that if archers are in a stack of units they will get the "Free shot" - BobTheTerrible

I am certain that units with ranged animation such as archers can fire on an enemy as they approach. I do think however they need to be fortified or possibly have a few movement points left. If this is true then having bombard may not be necessary.
 
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