Resource icon

The Test of Time 1003

lol i remuve **** "AI+ "mod aand lol got war from IA and lost capital in 13 turn qq
 
What I would suggest, maybe a weak suggestion, but you could limit the unit amount per city i.e. if u have 4 cities you can only build like 20 military units. Then gradually as the game progresses you can introduce a military civic that increases that number by 'n' so if you have 4 cities, you can build 30 units and so forth. Hopefully helpful. :)

While that makes sense and would be awesome to have there are a few issues.

While in Civ5 there was resource based limitations on unit productions. ie I could make all units require a new resource and a city could produce X amount, this is not allowed in Civ 6.

There we would have to find out how much GPT can one city produce at any given time / unit maintenance to make that work. There would way to much variables to make that system balanced and stable.
 
lol i remuve **** "AI+ "mod aand lol got war from IA and lost capital in 13 turn qq

I also to have some issues with AI + mod with this mod.

Not saying AI+ mod is bad, it is great mod, but we built our mod with out AI+ integrated in, so one would expect AI+ mod to do funky things

With that said I have had a few times where the AI in out mod did go to war early, and this really depends on Who the Civ is and which VC is selected and which VC the AI chose.

This is why I love the tech tree, you really need to change on the fly and adapt your mid set depending on how the game is shaping up, and who is next to you.

My latest play through I had one other Civ on my continent America. So I felt early on I could play peacefully so I focused mainly on the top part of the Tech/civic Tree, and never had war with Teddy. We become good friends and trading partners. This Allowed me to be towards the Sci VC.

One other game I had Roman and Greece. I knew I needed an army So early I switched from the top to the bottom and built that army in time to defend myself and take over Greece citys.
 
Last edited:
While that makes sense and would be awesome to have there are a few issues.

While in Civ5 there was resource based limitations on unit productions. ie I could make all units require a new resource and a city could produce X amount, this is not allowed in Civ 6.

There we would have to find out how much GPT can one city produce at any given time / unit maintenance to make that work. There would way to much variables to make that system balanced and stable.

Personally I think the unit creation time is pretty quick for such slow game speeds, maybe you could increase that. Cause atm I was able to pretty much chain spam slingers for like 10 turns on turn 80. Another suggestion would be to establish a per city based unit creation time once you research the right tech/civic. So like if u just got the swordsman tech, to create a first swordsman unit would take considerably longer than usual. That time then decreases as the AI or the human gets the 'experience' of creating such units in the city. This way you can also make cities speacilize in certain units (more of a real life feel I think). Simultaneously you can maybe block the ability to upgrade a unit until your empire has managed to produce one. That way the resource variable is not as useful in balancing the game out. Its a shame im not an expert in coding so have no clue how the system works, just throwing out things off the top of my head :D
 
What speed are you playing on? How was your start position, did you have good - very good production resources/tiles? ATM unit Cost is 1.3x vanilla on Tortoise(what the game is currently been balanced for).
 
I re looked in the coded and did not noticed 4. It set to 2

So i found this odd; can you post a screens shot of before the settler is built with one after it is built

EDIT: Just to be clear, the city must be size 4, and once it is build it cost 2, is that is what your are seeing?

https://i.sli.mg/hvHy7e.jpg

It requires 4 to build, but only costs 1

https://i.sli.mg/owJoZz.jpg

EDIT: Save file for those interested in reproducing
mods used are ToT and Better Trade Screen
 

Attachments

Last edited:
I keep having a problem where heavy chariot barbarians are spawning on turn 2-3, and then producing a horde of them even without a scout finding my city. I've been wiped out 3 times in a row now in the first 30 turns by barbarian heavy chariots, despite producing nothing but units the entire time.
I think that's because barbarians automatically start with bronzeworking for the spearmen originally, maybe move heavy chariots to a different tech? It is completely ridiculous for barbarians to have a 28 strength unit from turn 1.

Edit: I checked and Settlers now use up 2 pop when I produce them, I guess it was just a problem after reloading?
 
Last edited:
Just to be clear, the city must be size 4, and once it is build it cost 2, is that is what your are seeing?
yes

i noticed though around the 200+ turn mark all civs usually always have 0 gold?

also is it possible to make it so you can't build trapper, tailor etc unless that resource it boosts is nearby?
 
Last edited:
What speed are you playing on? How was your start position, did you have good - very good production resources/tiles? ATM unit Cost is 1.3x vanilla on Tortoise(what the game is currently been balanced for).

I was playing on Slug speed with Balance start and Abundant resource, but dont see how that should affect anything. What I mean is that when I play civ vi vanilla on epic game speed the units take 6-9 turns to make, that way if you are preparing for war you have to expend some time in doing so instead of just being able to spam out huge amounts of units once you are attacked.
 
also is it possible to make it so you can't build trapper, tailor etc unless that resource it boosts is nearby?
Not at the momment.
I was playing on Slug speed with Balance start and Abundant resource, but dont see how that should affect anything.
Actually its effect quite alot, for one everything is 50% cheaper. Then you have the added Yields from abundant resources.
 
the files in the zip files they are the original base files correct?
 
why is there 2 sets of files than some in rars and others not but are named exactly the same?
 
Last edited:
Eh?

EDIT:
I dont see 2 sets of files int he download, 1 set, Mod + Assets all in 1 zip.
Civ6.rar is a back up of the .dep file and can be ignored.
 
Last edited:
the one i have when you click download now above has 2 rars in TT assets
Civ6.rar in base and ArtDefs.rar in artdefs. that's what i was asking is artdefs.rar the backup of old files?
 
Me and my friend got this mod, and played a pretty fun multiplayer game with it! Great balance ;)
Except, he was playing Russia and went full great people and he got the great generals that give things like tanks and modern AT units.. While the rest of us were using crossbowman and knights..
Is there any way to fix this, or did we just not even set up the mod properly (big noob in civ here)
 
Me and my friend got this mod, and played a pretty fun multiplayer game with it! Great balance ;)
Except, he was playing Russia and went full great people and he got the great generals that give things like tanks and modern AT units.. While the rest of us were using crossbowman and knights..
Is there any way to fix this, or did we just not even set up the mod properly (big noob in civ here)

yes this could be fixed, but would take a bit of time. I noticed this in the base game as well
 
Back
Top Bottom