Things you would like to see or changed in BNW

Wait,if i read well,the underwater cities are almost ready?who are they goind to work?like alpha centaury ones?

I said they are possible, and they can be implemented. I never "implemented" any mechanics for them, just saw whether cities could be built on coast or ocean terrain. This is possible; everything will follow from there. But we haven't started on anything beyond that.
 
I said they are possible, and they can be implemented. I never "implemented" any mechanics for them, just saw whether cities could be built on coast or ocean terrain. This is possible; everything will follow from there. But we haven't started on anything beyond that.

There is a table in terrains calles "Found". Im nearly sure that this defines the ability to fond a City. In fact the only places that are missing this tag are coast, ocean and mountain. Anyway adding the found tag to this terrains doesnt work.
Ether they need a new ui for this moment or they need a lua/ dll hook.
Nobody says thats a easy addon, but i think its doable.
 
I'm fairy sure that the AI has flavors for different types of terrains to build on ( I don't see AIs bulding on a pure-snow area).
 
I'm fairy sure that the AI has flavors for different types of terrains to build on ( I don't see AIs bulding on a pure-snow area).

Very true, but we need more than flavors. We need the AI to build only in places with resources.

Also, Gilgamesch, it would be good if you had a line of "Prospector" units whose job it would be to "discover" resources such as Gold, Oil, and Pearls. Such resources should become rarer, as the prospector mechanic would, according to the game, create the resource on the tile rather than discover it. Thus, we would have the distinction between easily recoverable reserves and those that require investment, possibly even improvements, for a period of time before they can be extracted.

Of course, no resource should be discoverable by Prospector unless the appropriate technology is researched. This may be different than the <TechReveal>, as various prospecting technologies may be required to find newer and newer sources of resources. This will, again, mirror real life more accurately.
 
I would like the AI to make use of it's gold instead of stockpiling over 10,000 gp, especially in order to bribe cs to stop a player's diplomatic victory.
 
Corporation's mod may be good for cctp, but it's a long way to it, i think(real life so real :( , hope gilgamesch will be alright). Just some random idea.
 
What about CtP2/Civ4 like pollution system? Population and some buildings is produce some wastes. When it reach limit of city's "garbage storage capability" a dump is appear on random tile near city greatly reducing tile yield. Dump can be wiped out by workers. (it's looks like appearing and cleaning off of fallout on tile from nukes in civ5)
Some buildings will reduce pollution from production (like solar plants instead of nuclear plants). Some buildings will reduce polluton from population (like mass transit or garbage refinery). Some improvement will increase city's "garbage storage capability" (for example tile improvement "junk yard". When it worked by city it doubles "garbage storage capability" of the city.)
It feature is adds a one more challenge to industrial era.
Example of the realisation:
City's "garbage storage capability" 0/400
Population of 10 produce 1 waste each per turn = 10 waste per turn
Coal factory produce 40 waster per turn.
400\(40+10)=8 Then after 8 tours a random tile will be polluted reducing yield. (after that "garbage storage capability" drops to 0).
Fallout can be erased by workers, but workers use manpower. So unaccurate planning or avoiding ecology oriented technology will reduce either your yield output or your cash and capability to build wonders (you will waste it on workers to clean up this mess :D )
P.s also can be added "production to ecology" function like "production to science" but it will reduce current "garbage storage capability" up to zero by 25% of current production yield each turn. :nuke:
P.p.s some social policy or wonders also should affect on this
 
About a real plus to your very ambitious and exciting mod-->

the "Medmod" mechanic of WesW might be a "must-add" mod : it gives you the ability of 3 units stacks and it's just what civ 5 was needing about moving those little soldiers from one side to another, which is THE pain of civ 5

the AI handles it pretty well and some others stuffs where changed (like boosting city strenght) to make it a non-breaking joyfull essential game mechanic

http://forums.civfanatics.com/showthread.php?t=503614

thanks for the hard work ! I be there to play your future working beta !
 
I haven't played in a while, I do remember being dissatisfied with the policies for the Anarchism ideology, can somebody list the current ones?

I remember the picture for the Democracy form of government being a greek sort of thing, I'd rather see a Haudenosaunee (Iroquois) picture for that, they're known for participatory democracy and influence on the constitution. It's not like this isn't debated but Indian nations tended to be more democratic, while the Greeks in Athens it was white male slaveowners just voting no?

And maize would be a good new resource if you don't have it yet, it's weird playing in the Americas and having wheat instead :p

I can probably think of more when I play it again, a problem is my computer it can't handle as much :p
 
The current system is different from the old CCTP multiple policies....
Due the lack of other skilled and willing people here to spend time for this mod.
 
Shame, I can't seem to load the game with the mod, the only other one I had active is the map pack. Unable to show textures evidently *shrugs*

What's the policy system like now?
 
Shame, I can't seem to load the game with the mod, the only other one I had active is the map pack. Unable to show textures evidently *shrugs*

What's the policy system like now?

Its a long story.... but i promised a update before 24.12 ;)

To be be more honest. This mod is still under development.
Well cant tell you how much technologies or policies we have, cant say how much new units resources and what ever.
This mod is large so large, its hard to keep the overview.
I wished i could do more with lua, but rl takes so much time.

We still need help for the text part. Cant get me up for this....

Will release a overworked version next days, for playtesting.
If it works like it should, the xmas update will be fine.....

:rolleyes:
 
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