Through the Ages! (BTS)

I agree finally with you BUG Mod 4.2 would better fit your mod...

BAT 2.1 is still not well working on Mac...

I suggest you add also one or two civics by columns for 5 or 10 new civics...

You could rename all them and change theirs effects, you could make changes in gameplay with "trois fois rien" of indirectly maneer :)
 
I agree finally with you BUG Mod 4.2 would better fit your mod...

BAT 2.1 is still not well working on Mac...

I suggest you add also one or two civics by columns for 5 or 10 new civics...

You could rename all them and change theirs effects, you could make changes in gameplay with "trois fois rien" of indirectly maneer :)

New civics are something that I've wanted to look at for some time. Generally speaking, I don't think there's much room for improvement. So maybe one more per group.

Right Now I'm working on adding more civs. The new civs are Troy, Israel, Vietnam, Moors, Kongo, and Khazars
 
For the civics, it should be nice if the later civics didn't have too much importance than early civics, the vote in the U.N should contain all civics but first ones...
Is it possible without a specific .dll ?

It would be nice if we could have the adapted combination to ours strategies, and should more difficult to force a civ to have same civics same you...

At the moment where you dont add a modified .dll all is possible ;)
 
Little bump here : any news :confused:
 
I've got three civics that I'm trying to balance right now. Religion one called Manifest Destiny, comes with the Printing Press, no anarchy in captured cites. Labor one called Forced Labor, which makes Farms +1 Hammer, +1 Food, high upkeep. Available with Fascism. Also have Mandate of Heaven, a Government civic available with Divine Right, allows for incredible culture and wealth in cities but -50 percent GPPs per turn.

Need an economic civic and a Legal civic. The legal civic should reflect espionage, increase happiness with spy buildings, make spies cheaper, more EPs. The Econ Civic should should be something about regulated market, hybrid government/free market systems. Working on it right now.
 
Economical one should be called "Welfare State" as referenced to John Maynard Keynes...
While USA stayed on pure capitalism for long now, Europe was turned rapidly into "social capitalism", sorry i cant found better Word...

What about +1 prod to coasts tiles for this civic ?
and add +3 health by cities to reflect Healthcare public system ?

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Legal one should be called "Big Brother Society" as referenced to "1984"

+2 happy by espionage based building and + 50 % in capital

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I suggest that you add a number of version, assuming that first version was 1.0 ;)
 
Hmm, interesting on that welfare state. Maybe so. My problem is that bonus health is kind of Environmentalism's major benefit. If there was some other effect.

I like the term Social Capitalism even better. maybe a state property maintenance that allows corporation effects but increases unhappiness?

The next one will probably have a new name entirely. It won't be Through the Ages 2.0, it will be something else.
 
Ok, i hope will have not necessary dll, as i would permit your mod to function on a mac...

I stay tuned...
 
May I suggest True Communism as a new civic. It should require some Future Technology.
Probably fit under the Government section..
"Pure communism" in the Marxian sense refers to a classless, stateless and oppression-free society where decisions on what to produce and what policies to pursue are made democratically, allowing every member of society to participate in the decision-making process in both the political and economic spheres of life
That's True Communism. Or, Pure if you want.

The benefits are well, to be honest, up to you, but there's zero corruption in a True/Pure Communism.
Just like in Civ 2!

Also if I see Marsh being added to another mod, I will scream....seriously, Marsh?
 
May I suggest True Communism as a new civic. It should require some Future Technology.
Probably fit under the Government section..

That's True Communism. Or, Pure if you want.

The benefits are well, to be honest, up to you, but there's zero corruption in a True/Pure Communism.
Just like in Civ 2!

Also if I see Marsh being added to another mod, I will scream....seriously, Marsh?

I already added Marsh terrain, I like how it looks and the world has swamps in it. It gives a defense bonus but takes longer to build on it. It's the smallest amount of terrain, but honestly it just adds some color.

I'm combing the boards to see if any modders have made other civics, and what they do. So when I see some I may find lots of better ideas than anything I could come up with.

True Communism only works if no one is selfish, dishonest, or lazy. In short, if people cease to be people we can have a truly functioning communist state.
 
I posted this in the other thread but I think the use of the name Carlos V for Charles V is a little incorrect. It should probably be Carlos I if he is only acting as a leader for Spain. If he is for both Spain and the HRE Carlos V is fine (or Charles V, or Karl V for that matter), and you actually might want to use him for both actually now that I think about it. To avoid having him show up twice in the same game (as a leader for both Spain and the HRE) just use the same Leader tag in both civs.

And out of curiousity, it said in the OP in the other thread that you had different art for Julius and Ragnar (and some others I think), which art did you use for them?
 
A question when your new mod will be ready ? :)

Apparently you know Trough the Ages the boardgame, it seems wonderful...

This boardgame seems to be ideal when eletricity is lacking, like the famous shortage of 48 hours in north east of USA :goodjob:

I remember this : it was in full winter, a few years ago... :goodjob:

But i never came to USA...
 
To the Capo: It's Carlos V for a silly reason: I studied about him in Argentina and there they simply call him Charles V translated directly, so Carlos V. Sentimental, no more. Now I like it because it's a hybrid of his two names, Charles V and Carlos I. It's not spot on historically, but I like it and if someone doesn't it's any easy change.

The Art is Chuggi's better graphics, I used his skins for Julius, Montezuma and Ragnar. I just liked those reskins really well.

To Lachlan: It will be released in a week or two. I'm currently looking at civics and adding in Tsentom's Spanish Inquisition project, as well as a Forts change I found that makes Forts do damage to enemy unit stacks. I also have to think of a name for this new expansion.

I'm also looking up and down the forums for anything I missed that I want. Like Mecharik's War Prizes, there are small components here and there that improve little things to the game.
 
1) Re ! Here a python only mod : http://forums.civfanatics.com/showthread.php?t=329572

What do you think of Barbarian Civs ?

2) the different map sizes should be taller... For permitting Barbarians Civs to emerge...
And minus 33 % of civs to start by default : you could by default have 18 Civs for all the talls of maps sizes, and kill 16 civs at start for all the size of randoms maps... What do you think ? should be nice to simulate more the real History, after all in 4000 BCvery few civs were here...

3) What about decreasing to 1 instead of 2 the minimal number of tiles between two cities ?

4) What about increasing the cost of maintenance of cities ?
Especially you could doubling the cost of number of cities, but decrease by 50 % their distance...

5) By compensation what about to reinforce role of trade routes and that to really suffer from embargos ?

6) Wars should cost more, also by default one military unit should take 1 gold by turn, and under pacifism two gold by turn outside cities, only military units should concerned...

What do you think of that and i will be happy to convert your mod to Mac BTS...

PS : i use Smartmap.py --> very nice with few ressources than normal and less of good tile...
 
1) I really like this idea. This may get some legs

2) It looks like the mod handles this, you get a few less civs in the beginning so the barbarians can be adjusted. Have to test it

3) I don't think so, I like there have to be a few tiles between cities. each should have their own area.

4-6) Thinking about it. The question is how much that would change the game.
 
Well, I now have the five civics worked out.

Government: Confederacy, Military units built with food, gain 1/3 extra experience.
Legal: Imperialism, +25 percent sailing ship production, captured cities have no anarchy
Labor: Worker Camps, +1 Food, +1 hammer on each farm, +1 happiness per farm, -25 percent GPP
Economic: Market Regulation: build executives 50 percent faster, +1 percent on reserves.
Religion: Evangelism: +2 happy in each city for state religion, unlimited number of priest.

Also adding one more religion (Zoroastrianism) with all the buildings and Missionary. Also adding two more wonders.

After that I'll add maybe one or two additional buildings and units, and then it's done!
 
massive change in plan:

I will no longer be adding in new civics. I added them in and played a game, and discovered that I now had more of everything, and that it was too clunky. So instead, I gave Vassalage the power to capture cities without anarchy, and Theocracy will let you train an Inquisitor without a Holy Office.

BTW, I am adding in Orion's Inquisition Mod. This will be added along with Zoroastrianism to create a dynamic religious warfare, with civs having incentive to found a religion of their own because they can kick other religions out and pursue victory that way.

The two new wonders are from Tsentom (the temple of Ah Cacao and HERC factory). A new project from Tsentom is the Spanish Inquisition.

I will be adding in two more units: Right now it looks like Chariot Archers and a future version of the modern armor/mech infantry.

The last thing I am looking at is changes to Diplomacy. Some mods let the AI gift units and sue for peace on behalf of third parties. Also there is a nice mod that lets you become someone else's vassal. So a lot to do, lot to do indeed.
 
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