thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

Just a quick feedback.....i still find myself using pretty much the same set of policies....well, 90 % of the time....maybe some more balancing coming there?

and a suggestion if i may.... military policy card :

+ % or 1,2... production in city depending on the lvl of military unit stationed inside (if doable ofc)


+ % exp to newly trained units depending on (same as above or whatever)



Great job so far !
 
I agree with the Perspective issue, I decided to just remove it entirely from the Tech Tree...the Renaissance Era didn't need the extra tech.

Here's a pretty final version of the Tech Tree. I've moved around the vanilla Units, Buildings, and Wonders (as well as the vanilla tech effects like naval movement modifiers, although you can't see that in these pics).

To do still:
-Boosts
-More buildings to help flesh out some of the empty techs
-Tech quotes and Civilopedia entries (on the backburner for now, will probably be done in an update after the Tech and Civic Tree overhaul is released)

Spoiler :

ancient tech.jpg


classical tech.jpg


medieval tech.jpg


renaissance tech.jpg


industrial tech.jpg


modern tech.jpg


atomic tech.jpg


information tech.jpg


As always, comments, suggestions, complaints?
 
I dislike the name "superstition" for an initial civic, because superstition is more of a default state of ignorance and guesswork than anything else. What about "unified mythology" or "Mythologies" something like that, to reflect that the stories about creation and gods became more codified by generations further from the inception of those stories?
 
I dislike the name "superstition" for an initial civic, because superstition is more of a default state of ignorance and guesswork than anything else. What about "unified mythology" or "Mythologies" something like that, to reflect that the stories about creation and gods became more codified by generations further from the inception of those stories?

Agreed there. "Mythology" or "Myth Making" or maybe "Shamanism" or some such. Also, "Alphabet" seems a natural lead-in to "Writing" on the tech tree, so I'd either move that over to the other tree, or name it something else entirely.

Also, it appears that "Oligarchy" and "Civil Engineering" are dead ends. "Patronage" seems like it comes too far into the tree; it was practiced in classical times. I'm also unsure about "Opera and Ballet" leading to "Marxism", "Ideology", etc.

I really like the majority of the changes, though. Well done.
 
I'm also unsure about "Opera and Ballet" leading to "Marxism", "Ideology", etc.

If I'm any indicator, the arts turn you into a giant lefty. :p
 
Video Games could be added as a late Atomic Era civic between Professional Sports and Social Media.

Likewise, Virtual Reality could be added after Social Media but before Utopia, while Wiki could be added after both Social Media and Globalization but before Utopia. Note that USENET (available since the early 1980s) is the earliest form of Social Media, as implied in the Civlopedia.
 
I dislike the name "superstition" for an initial civic, because superstition is more of a default state of ignorance and guesswork than anything else. What about "unified mythology" or "Mythologies" something like that, to reflect that the stories about creation and gods became more codified by generations further from the inception of those stories?
I like Mythology...changed!

Also, it appears that "Oligarchy" and "Civil Engineering" are dead ends. "Patronage" seems like it comes too far into the tree; it was practiced in classical times. I'm also unsure about "Opera and Ballet" leading to "Marxism", "Ideology", etc.

I really like the majority of the changes, though. Well done.
Whoops, fixed those dead ends.

My justification for Opera and Ballet leading into Marxism/Ideology etc is that those political philosophies have strong cultural roots, and while Opera and Ballet may not specifically fit the best it's the end of that particular chain of Civics, AND I couldn't really figure out where else to put it :P

I realize that Patronage was practiced far before the Renaissance Era, but I still think it fits well given its ubiquity and results during that era. Plus, I like it there, so there may be a bit of personal preference involved :D

Video Games could be added as a late Atomic Era civic between Professional Sports and Social Media.

Likewise, Virtual Reality could be added after Social Media but before Utopia, while Wiki could be added after both Social Media and Globalization but before Utopia. Note that USENET (available since the early 1980s) is the earliest form of Social Media, as implied in the Civlopedia.
I don't feel that "Video Games" fits particularly well, but I do think Virtual Reality would be interesting...I went ahead and added that.

-------------------------------------

Here's the redesigned Civics Tree. Governments, Buildings, Diplomatic Actions, and Units have all been assigned, Policy Cards have not yet been overhauled.

The Icons are giving me trouble for some strange reason. The Tech Tree icons update just fine, but the Civics Tree doesn't seem to want to accept any icons for new Civics at all atm. Hopefully I can figure it out!

Spoiler :

Ancient.jpg


Classical.jpg


Medieval.jpg


Renaissance.jpg


Industrial.jpg


Modern.jpg


Atomic.jpg


Information.jpg



A quick word on the Buildings I'm adding: I don't particularly like the idea of adding an enormous number of buildings just for the sake of adding buildings as I want to maintain a mostly-Vanilla experience with this mod...just balanced, improved, and extended. To that end I'm not planning on adding all that many buildings. Having too many buildings would also simply further increase the importance of production.

So here's my plan: add 1 new building to each district that already has buildings (other than the Aerodrome) and add several new building chains to further flesh out the City Center with +food, +building/district/wonder production, and +growth effects.

Comments, suggestions, complaints?
 
Just finished my first playthrough with this on immortal, pretty cool thanks.

Does it disable achievements? Im not sure if it was this or something else i have running.
 
Just finished my first playthrough with this on immortal, pretty cool thanks.

Does it disable achievements? Im not sure if it was this or something else i have running.
Glad you enjoyed it! Since release mods haven't disabled achievements - unless Firaxis snuck that in the Fall Update this shouldn't impact them.
 
mm ok weird.

Didnt get anything for that victory.

Doesnt really matter

Thanks
 
i played some with the AI mod and age of pace mod on a giant earth map. The mod is good but the AI is in no way smarter. They just attack you less but are still complete retards. They barely build districts, if any, and wander around wiwth troops in war. In any case, my suggestion is to reduce archer range from 2 to 1 and allow archers to be in same tile as another unit. This is implemented in the earth map pack mod and makes it a bit more challenging cuz you cant abuse AI with archers as much
 
In any case, my suggestion is to reduce archer range from 2 to 1 and allow archers to be in same tile as another unit. This is implemented in the earth map pack mod and makes it a bit more challenging cuz you cant abuse AI with archers as much

Please do not implement this
 
A quick word on the Buildings I'm adding: I don't particularly like the idea of adding an enormous number of buildings just for the sake of adding buildings as I want to maintain a mostly-Vanilla experience with this mod...just balanced, improved, and extended. To that end I'm not planning on adding all that many buildings. Having too many buildings would also simply further increase the importance of production.

So here's my plan: add 1 new building to each district that already has buildings (other than the Aerodrome) and add several new building chains to further flesh out the City Center with +food, +building/district/wonder production, and +growth effects.

Comments, suggestions, complaints?

I enjoy the either/or mechanic in some of the district building lines (barracks or stables, art museum or archaeology museum); if there is a way to implement that with your new district buildings, I think it would add to strategic depth.
 
Just finished a playthrough and really enjoyed this mod. Tons of great changes and tweaks. I'll have to try an AI mod since the computer failed to spread very well and didn't put up much of a fight. I just rolled over them. This seems to be a trend in my games - hard to keep up for the first half of the game, but once I get a decent empire up and running I dominate too easily. I'm hoping it wasn't the mod stopping the AI from expanding in this game.

A couple ideas/feedback:
- Managing support units is cumbersome. I constantly have to sleep/skip turn. Is it possibly to get support units to require less micromanagement? Like matching their movement to their escort?
- Great Generals only provide buffs to certain era units, which is hard to keep track of. It would be nice if they just provided a blanket bonus to cut down on micromanaging. Or maybe there's a more creative solution.
- I'd kill for some indicators for Entertainment and Industrial districts to show their range when building them.
- 2nd Tier buildings aren't very useful when there aren't adjacency yields to begin with. Maybe they could provide 1 + adjacency bonus to give them a little more value. Or +1 if there is no adjacency bonus.

Looking forward to future updates!
 
i played some with the AI mod and age of pace mod on a giant earth map. The mod is good but the AI is in no way smarter. They just attack you less but are still complete ******s. They barely build districts, if any, and wander around wiwth troops in war. In any case, my suggestion is to reduce archer range from 2 to 1 and allow archers to be in same tile as another unit. This is implemented in the earth map pack mod and makes it a bit more challenging cuz you cant abuse AI with archers as much
Please do not implement this

Like Littlebob86 said. :undecide:
 
i played some with the AI mod and age of pace mod on a giant earth map. The mod is good but the AI is in no way smarter. They just attack you less but are still complete ******s. They barely build districts, if any, and wander around wiwth troops in war. In any case, my suggestion is to reduce archer range from 2 to 1 and allow archers to be in same tile as another unit. This is implemented in the earth map pack mod and makes it a bit more challenging cuz you cant abuse AI with archers as much
I'm trying to stay away from AI changes in this mod as it's currently beyond it's scope...I definitely agree that there is still tons of work to be done on the AI, which is why it's best left to a dedicated mod at the moment :)

As to the Archer suggestions, that's an interesting idea, but as my goal is to maintain a balanced, improved, and extended Vanilla experience with this modpack I don't think that would fit the theme of this mod as it would significantly change how combat works. You can always utilize this mod in conjunction with others which do make this change though :)
I enjoy the either/or mechanic in some of the district building lines (barracks or stables, art museum or archaeology museum); if there is a way to implement that with your new district buildings, I think it would add to strategic depth.
That's a great idea. I'm looking into making the tier 2 building of each district a choice, but implementing that depends on whether or not I can figure out the building .artdef files...hopefully!
Just finished a playthrough and really enjoyed this mod. Tons of great changes and tweaks. I'll have to try an AI mod since the computer failed to spread very well and didn't put up much of a fight. I just rolled over them. This seems to be a trend in my games - hard to keep up for the first half of the game, but once I get a decent empire up and running I dominate too easily. I'm hoping it wasn't the mod stopping the AI from expanding in this game.

A couple ideas/feedback:
- Managing support units is cumbersome. I constantly have to sleep/skip turn. Is it possibly to get support units to require less micromanagement? Like matching their movement to their escort?
- Great Generals only provide buffs to certain era units, which is hard to keep track of. It would be nice if they just provided a blanket bonus to cut down on micromanaging. Or maybe there's a more creative solution.
- I'd kill for some indicators for Entertainment and Industrial districts to show their range when building them.
- 2nd Tier buildings aren't very useful when there aren't adjacency yields to begin with. Maybe they could provide 1 + adjacency bonus to give them a little more value. Or +1 if there is no adjacency bonus.

Looking forward to future updates!
I'm glad you're enjoying it! I appreciate the feedback.

IRT to the AI...that would not be an issue with this mod as I do not touch AI values at all. It seems that people have had varying success with the Vanilla AI as well as the different AI mods (if you check the AI+ thread it seems to vary from game to game unfortunately).

- Support units are cumbersome for sure. I'll take a look at them after the current update.
- The trouble with Great Generals is that they're designed to be used for a few eras and then to become useless so that you retire them (and so that you don't have a billion generals running around which would be a huge advantage). Perhaps a better tooltip so that Great Generals tell you exactly which units they buff?
- I would love regional range indicators as well, but that's currently a bit beyond my capabilities.
- See my above comment regarding tier 2 buildings :)
 
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