TETurkhan Test of Time (Map & Mod)

Interesting discussion - but I think it's showing that there is no obvious and fair-sounding way to engineer the decline of large empires. Tet has a lot on his plate already. Maybe this is just asking too much.

As far as I'm concerned, the most important reason for wanting to break down huge empires is not to prevent AI conquest but rather unhindered human domination. For this reason, "degraded" AI units will only make the problem worse.

As a matter of historical fact, continent-scale empires break down through a process of secession: a chunk of the empire declares its independence from the empire's capital. There is absolutely no mechanism in Civ3 to simulate that - the closest analogue would be to institute a brief (5-turn) era where outlying cities have a 10X probability of culture-flipping. Again, I don't know the limitations of the editor and I suspect this is unbuildable, but it might be interesting.

A different sort of solution would be to have an era where all units cost 5 gold each to upkeep. That would quickly bankrupt states who run huge armies of occupation, and their troops would start dying out. Of course, a state like that would just send their expensive soldiers to their deaths in a massive war, and that might not really improve anything. Yeah, this is a hard problem that we probably shouldn't expect Tet to solve.

I would prefer that the focus be on the prevention of easily-acquired, gigantic empires, such as a united Europe. Improvements in this will hopefully make empire-breaking a less urgent matter.
 
maybe this is where that idea of "european walls" and different imrovements around europe to help maintain each civ's original cities should come in... rather than mess with uu's, govs and such
 
Hello TETurkhan... let me sya this is a very instetrsting and worked map.. but I had a complain. When I was playing as Incas in the world map.. well, as you know there is a lot of jungle, and, if the world map if you want to build a city it must be placed in grassland or plains, so... why did you put so high the working-rate for cleanig the jungle for the Incas??.. I know they never expanded in jungle (because I'm peruvian, as u can see), but this little thing makes me go out of the game and try the mod.

So, please, could you tell me how to low the clean-jungle rate??... because I think it's a little unfair for them.

Except of this, I think your mod is one of the best I've seen before.

Best wishes.

The Slayer

P.d. = if you are going to answer me, please send me an e-mail to: eapanitz (a) hotmail (.) com . Thks:goodjob:
 
I emailed a reply to The Slayer, as i know how busy TETurkhan is working to still improve on the mod :D . Here's how it went...

The aim of the TETurkhan mod is to recreate the world's history as close as possible, leaving some room for the human player to change the course of history. You say the Inca's never expanded into the jungle in real life. If TET's mod made it very difficult to do just that, then he has done a good job. Workers take ages to clear jungles, and quite long to clear forests too in fact, because clearing the size of a map tile in real life would take an enourmous effort. While practically impossible in the ancient age, it is quite do-able later in the game, if you commit a lot of workers to it. Again, this sounds very realistic to me.
Keep in mind that the TET mod does not give equal chance to all nations. In fact the Inca's will have a very hard time growing as powerful as the rest of the world, and they are bound to be backward by the time the America's are discovered by the rest of the world. If you don't feel comfortable playing such a role, that's perfectly understandable. Perhaps you should try playing a different nation. Be wary of the very large ones, or wonder-full Egypt, because they might make the game too easy for you.
 
Thks for answer me so quickly... yes, perhaps you are right.. but, at least.. I suggest one thing.. allow the incas to build cities anywhere (hills, deserts and jungles) because 2 things:

1) In their territory, there is just a few grasslands to settle
2) Historicaly, the Incas have settlements in deserts (Chan-Chan, for example), in hills (almost all their cities... Cuzco, Cajamarca, etc) and also a few that their conquered in the jungle.

So, at least give me that wish.. ;).. thank you.
 
Originally posted by The Slayer
2) Historicaly, the Incas have settlements in deserts (Chan-Chan, for example), in hills (almost all their cities... Cuzco, Cajamarca, etc) and also a few that their conquered in the jungle.
I like this idea, it makes some historical sense too.
 
Very good idea but you are not able to:(

btw you can build cities on hills.
 
Great mod TETurkhan but my only complaint is India and China get way too powerful, and china ends up building all the wonders.
Witch I might add, is not historically accurate. maybe if there is a
way too make the Mongols suddenly get more powerful around 1100AD so they could build there horde up and invade china like
they did in history it cold balance this out but I dont know how too do this without making them too strong early in the game.
 
Originally posted by Bobisback
Very good idea but you are not able to:(

btw you can build cities on hills.
Why ever not? Create a new settler unit that can settle in jungles, etc, then give it to the Incas...
 
Originally posted by anarres
Why ever not? Create a new settler unit that can settle in jungles, etc, then give it to the Incas...


Yes you could do the that but then he would have to check the allow city box for that terrain then all the settlers could settle and to fix this you would have to make all the settlers except the Incas settler impassable to that terrain then that would cause aother problem now all the settlers could not go over jungles, etc.
then any of the civs could just put a road on the jungle and build a city there so this works to a certain extent but makes it so everybody can build cities everywhere.
 
Ahh, I didn't realise the switch for settling on types of terrain was associated with terrain in the editor. I had assumed it would be associated with the units instead. :sad:
 
I had this simple idea a week or so ago and have been toying with it a bit...

Here it is: Give the city of Amsterdam to Spain.

The Netherlands were controlled by Spain for quite a long time, after all-Belgium even longer. I don't know that Germany EVER controlled it except before the nation of The Netherlands even existed.

I see no real harm to Germany... they still have a seacoast.
As for Spain, it gives them a few extra contacts right away-and they certainly *did* have contact with Western Europe early on.

(Amusingly, in my current game as Greece, Rome took all of the Carthaginian cities in Spain-never seen 'em do that before, but it was historically accurate! Of course, Germany conquered Tbilisi from Persia... this is the ancient age, for heaven's sake! And... as Greece, I can't seem to muster enough swordsmen to avenge the egregious wrong Persia committed in razing Trebizond... they shall die, for I am Alexander!)

Er... yeah, ignore my tale and heed my idea instead. ;)
 
I started to play the 1.93 version. The mode is wonderful. I could see, as I played that earth history is like recreated there, I am not maybe very knowledgable about that, but Scandinavia did visit Americas quite early in galleys, and England did establish a colony in North America some time later. I liked that. Maybe the only thing that is strange, is all those western european nations going east so far in asia, and making colonies in Sibiria - i thought Russians, Mongols only there would be better - but - this is just AI......... :)
the comp i am playing it is not that fast - athlon around 1 GHz. After year 1000 AD my turns are like 3 or 4 minutes. One way to speed it up is to choose less civs, but also using smaller than around 250x250 map could help. Has ayone experiment with smaller map? I mean the map of earth, not randomly generated from (just mod) version?
 
Originally posted by mart777
the comp i am playing it is not that fast - athlon around 1 GHz. After year 1000 AD my turns are like 3 or 4 minutes.

I have 900 mhz celeron processor, and in about 0 AD the turns get to the 5-minute mark. I read in between my turns.

Tet is currently working to speed up the mod, and its final version it will have a small (and an ultra-giga huge) map.

As of yet, I haven't tried the city/world map versions of 1.93. I mostly play random maps, but to me the "deformaties" in history such as Poland conquering Germany is what makes the mod fun to me.
 
Originally posted by TETurkhan
The mod will actually only be on a ultra huge world map - yet it is twice as fast. ;)

Well I figured that since you call the current size "giga," then the next step up would be "ultra-giga."

Anyway what have you done to speed things up? Less cities?Less civs?
 
Yes, I have noticed that having less cities helps a lot. Already not being able to make cities in tundra or on desert allowed to decrease time between turns. I know that actually also wars make turns longer - movement of units and their fights between computer player take more time. when computers do not fight each other turns are much faster. Unit upkeep is now 2 gold, would making it even higher make AI to manufacture significantly less such as to see faster turns? Well, 5 minutes is not so bad, i remember i played some large map in original civ 3 release and got turns 30 - 40 minutes .........
I think that present number of cities allow to achieve good timing for technologies for develop, my middle ages were in right time. I played the version without starting cities, just created all of them. Europe was not so crowded.
 
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