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Too much cash

Discussion in 'Civ4 - Caveman 2 Cosmos' started by zeinul, May 19, 2012.

  1. Sgtslick

    Sgtslick Chieftain

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    In the CIV4HandicapInfo.xml

    PRINCE
    Spoiler :

    <iDistanceMaintenancePercent>85</iDistanceMaintenancePercent>
    <iNumCitiesMaintenancePercent>80</iNumCitiesMaintenancePercent>
    <iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
    <iColonyMaintenancePercent>110</iColonyMaintenancePercent>
    <iMaxColonyMaintenance>100</iMaxColonyMaintenance>
    <iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
    <iCivicUpkeepPercent>90</iCivicUpkeepPercent>
    <iInflationPercent>70</iInflationPercent>

    DEITY
    Spoiler :

    <iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
    <iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
    <iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
    <iColonyMaintenancePercent>150</iColonyMaintenancePercent>
    <iMaxColonyMaintenance>100</iMaxColonyMaintenance>
    <iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
    <iCivicUpkeepPercent>100</iCivicUpkeepPercent>
    <iInflationPercent>90</iInflationPercent>



    Not all that much of a difference really. I think Deity iNumCitiesMaintenancePercent & iDistanceMaintenancePercent could be increased by another 20% can these go above 100?
     
  2. Dancing Hoskuld

    Dancing Hoskuld Warlord

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    Sounds like a better way of doing it
     
  3. P A Y N E

    P A Y N E Chieftain

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    Plausible, but even still. I have upwards of something +1000/turn at max research with my strategy and that's with all the negative gold plus the multipliers.
     
  4. BlueGenie

    BlueGenie Chieftain

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    So you have a good strategy when it comes to income. Commendable but that's just one strategy, others should still be able to run their way without going into bankruptcy all the time.

    Cheers
     
  5. Koshling

    Koshling Vorlon

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    Yeh, but the negative multipliers act inversely on negative gold buildings, REDUCING the cost of them due to complaints back when they were first added (e.g. - if a bank adds (say) 10% to the positive gold from a building, then it will reduce the negative gold from a neg gold building by 10%).
     
  6. P A Y N E

    P A Y N E Chieftain

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    You can run a different strategy just fine and still have a positive income. Granted it would only be something like around 100 gold per turn but still clear of any danger of going into a deficit.

    Btw, the strategy I was running obviously involves patrician with tons of Merchant specialists and, of course, the "star" buildings.
     
  7. Thunderbrd

    Thunderbrd C2C War Dog

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    I'd like to see something similar done with the calculations on Production and Science as well. I'm not sure how it could/would be arranged, but -1 :hammers: equating to -5 :hammers: is kinda frustrating somehow.
     
  8. Epona222

    Epona222 Chieftain

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    So essentially going back to a modified form of maintenance costs rather than -gold? I may have had a moan about it but really don't mind too much either way, and certainly wouldn't want to put anyone to any trouble to change it from what it is right now - it just takes me a while to get used used to changes, and there's nothing that needs changing right now IMO - however if there is going to be -gold added to loads more buildings, I might change my mind! But as it is, it's fine - it's ramped the difficulty up but it's not unmanageable.

    One thing I have found disturbing (sorry, this probably doesn't belong on this thread) is how habitation buildings (animal hide tents, stone huts, hovels, villas, boondocks, penthouses etc.) now obsolete, rather than forming an upgrade chain. I know this has changed a few times between v14 and now (ie. sometimes they are upgradeable, sometimes they obsolete), but I'd just like to stick my oar in and say I prefer 'replaced by' rather than 'obsolete at', I like all the building upgrades and was sorry to see that all the habitation buildings were no longer in a through-the-ages upgrade chain. Upgrades are good. :)
     
  9. CIVPlayer8

    CIVPlayer8 Chieftain

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    Same here. I prefer the housing building chain, and I still think something needs to be added to houses to make it more desirable.
     
  10. Hydromancerx

    Hydromancerx C2C Modder

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    I have some plans for the houses using the property system. However I have not decided how it will work yet.
     
  11. Epona222

    Epona222 Chieftain

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    I think the current bonuses for the domestic buildings are very desirable as they are, but the problem with a whole pile of them obsoleting at architecture (for example) is that it can suddenly put a huge dent in your finances/hammers (or whatever other bonus they were providing), and newer cities founded after that tech have fewer 'cheap' building options which can make it more difficult to get cities with low production (few hammers per turn) off to a good start. Mud brick (adobe) and stone dwellings etc. are not obsolete even now in some parts of the world, but they are more likely to be found in villages and small towns, whilst larger cities in the same country have the skyscrapers and penthouse suites - the 'replace by' model more accurately represents reality IMO, rather than a tech advance rendering lower-tech dwellings obsolete.

    IMO the domestic dwellings are a great feature of C2C and I look forward to seeing what you come up with! :)
     
  12. MaXimillionZero

    MaXimillionZero Chieftain

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    If you can't handle the drop in finances and production from teching architecture, you can tech something else. And there are so many other ways to kickstart new cities later in the game (improvements being far more powerful, supply trains/trade caravans/early merchants etc.) that the obsolition of those building's really isn't that big of a deal.
     
  13. Koshling

    Koshling Vorlon

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    I don't think anyone objects to stuff going obsole, it's the suddenness when a significant group of things all go obsolete at once that cause issues. Either spacing things out a bit so that they don't all go obsolete at once, or staging the obsolescence by having intermediary points in the tech tree where they lose some of their bonuses first, before finally going obsolete, would be better.
     
  14. Hydromancerx

    Hydromancerx C2C Modder

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    If my other idea doesn't work for the housing I will try to stagger them. However we run into a problem of "why should A go obsolete if B doesn't go obsolete too?" since we have themed clusters of buildings.

    However in real life many things have become obsolete over night and have destroyed whole industries.
     
  15. Koshling

    Koshling Vorlon

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    Yes, but in such case those other (new) induistries replace and provide improvements over what they are obsoleting (and also it is those things coming on line rather than just being invented that causes the old ones to become obsolete - so more like building replacement than obsolesence by tech)). That is not always the case in-game.
     
  16. Thunderbrd

    Thunderbrd C2C War Dog

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    I'm just a bit curious why we went from upgrades to obsoletion on those housing chains is all. How is this at all better than an upgrade chain?
     
  17. CIVPlayer8

    CIVPlayer8 Chieftain

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    I'm with Thunderbrd. If a government wants their populace to live in slums in the year 2200 AD, that should be allowed. And if grass huts are all people have to live in, they're not just going to pack up and move out onto the street because they researched architecture.
     
  18. P A Y N E

    P A Y N E Chieftain

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    My question is, why are some chains working on being obsolete and others working on being replaced?
     
  19. hotrodlincoln

    hotrodlincoln Upasaka

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    When you transition from the medieval into the rennaisance period there is a massive obsoletion, primarily from Guilds and Architecture. I am not sure how realistic this is, but from a gameplay standpoint, I for one rather enjoy this, as it tends to be one of the few times in the game my economy gives me serious trouble.
     
  20. Epona222

    Epona222 Chieftain

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    I just prefer the 'replaced by' model over obsoletion by tech discovery.

    Just because you discovered a new way to do something, doesn't mean that the old ways of doing things should be suddenly unavailable. I'd prefer to be able to choose the level of dwelling appropriate to my city, that's all. I live in England, do you really think we have 'Boondocks' (not sure I even know what that word means) and 'Penthouse Suites' (I do know what that means, but it's not a common phenomenon here) in every city? Of course we don't, and older traditional dwellings are extremely desirable here, we have manors, estates (although in the UK the word estate can mean either a rich person's land, OR a council estate, ie. social housing project), villas etc. - they never actually went obsolete, and people still live in them and pay vast sums of money to buy older dwellings.
     

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