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Tweak Mod for Xtended + Master of Mana Updates

Hi all , back again for brainstorming :crazyeye:
I too noticed that the mercurian miss the possibility to choose a religion with ancient chants, probably same problems with the guilds by barter,currency,etc. as SpyFanatic suspected, because in the world editor i can see that they have this techs but no guilds unlocked so..... it's a general, single bug? hope so
On another note, I wanted to propose a vote about a thing about the buildings that you can build only if the city is on a coast of a sea, and not if it's a lake. How about to allow them to be build even if you have only 1 tyle of lake?
If you think about it on a realistic POV you always build an harbor to dock the fishing ships for the night after a hard day of work fishing in the lake :lol:

As always, great work to everyone and my greatest thanks SpyFanatic for your commitment :)

EDIT: Just found out you can build the shipyard (more experience to naval units and build them faster) even with 1tyle of lake....but you can't build naval units except for the workboat :rolleyes:
so this choiche on the coastal buildings seems confusing....
 
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About Mercurian/Infernal/Frozen: they should take all tech of the creator civ, which means also religion tech and also guilds.
So for Guilds I think they should get the one that has been picked by barter,currency,etc.. of the creator civ
For Religion, Frozen are Agnostic, for Infernals you need third level of Ashen Veil religion (which means Infernal should have that available to take as well), for Mercurian they should get the religion level of who summoned them.

About buildings requiring sea and not lake... Not sure, I think should be all aligned, but I do not have an opinion on that!
Realism aside, I guess depends on how maps are played e.g. I guess MoM_Lakes means no usage of harbor as of now and Merchant Guild less powerfull...
 
Well....to have a map that's thwarting one of the Guild doesn't sound funny at all :crazyeye:
I too think that all should be alligned but I really hope everyone agrees to my suggestion AND that that is a simple fix, but on a practical POV I'll understand if you will not change anything if it's too complicated, it's still pretty enjoyable as it is :)
 
I think the game would be more fun and harder if AIs promote their units more diversely. AIs should promote some units to Defense Discipline especially while they are weak and losing war. Shield breaker Class is actually of no use currently because AIs seldom promote units to Defense discipline. And if some units are built for city garrisoning, AI should not give them Offense discipline...
 
One thing, if anyone knows... What about Alms House? It gives +1H for each 10% Mana Rate... But I cannot find a way to increase Mana Rate..
 
It is the Wizard Tower that should enable adjusting of Mana rate according to Pedia but it seems an incomplete feature. I could not figure out how to adjust the rate though I had built one in a city.
One more thing, Alm House also is partly broken. It does not provide happiness with increase of the spell research.
 
Speaking of all the kind of magic towers, it might be nice to have those reworked, to give more meaning, not only + smth mana. Might be cool to have some spells be available only after tower constructing.

The spells are good, still, the game might go better if all the spellresearch might be revised a bit. To get it more involving.

I miss the times on MoM and/or Ashes of Erebus, when I was actively hunting spiders and other animals, even dinos, just to use them in my realm, even training spiders and dinos on weaker enemy units, enjoying their hidden nationality feature.
 
It is the Wizard Tower that should enable adjusting of Mana rate according to Pedia but it seems an incomplete feature. I could not figure out how to adjust the rate though I had built one in a city.
One more thing, Alm House also is partly broken. It does not provide happiness with increase of the spell research.
Wizard Tower is working, only adjustment is visible only inside the city not on main interface. I fixed that! Only it makes spellresearch flexible.. mana not as it is explicitly skipped in CvMainInterface... I guess I will remove this from Wizard Tower...
For Alms house, no happiness for spellresearch... it is for culture and for mana (which, as stated, I do not know how to modify it as it seems there is no building/research/wonder etc... for that - I am wondering if to remove happiness for mana rate and keep only culture)
Also I have merged the MNAI-U stack cycling with ctrl-space and ctrl-shift-space!
 
Also I have merged the MNAI-U stack cycling with ctrl-space and ctrl-shift-space!
That's great! Thank you!
It will be very useful combined with your Ctrl/Shift key function of showing/hiding blessing section!
only adjustment is visible only inside the city not on main interface. I fixed that! Only it makes spellresearch flexible.. mana not as it is explicitly skipped in CvMainInterface... I guess I will remove this from Wizard Tower...
Nice work!
Indeed, I do not understand adjusting mana. Why do we reduce mana production? If mana storage is full, surplus will be put into spellresearch...
 
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I've got some thought on 'Elegy of the Sheaim'
Pedia says it increases Armageddon counter by 10 but the actual increment is 15. It should be reduced to 10(or lower) and its cost should be raised a lot in my opinion. It costs only 300 mana now which is too cheap so too many Planar Gate creatures enter Erebus early and too easily(especially for Os-Gabella played by human). The additional cost I have in my mind are 500 lumbers, 500 stones and 500 herbs if possible. For Sheaim, it is worth consuming all these resources and thematically proper. They will bring end of the world by devastating valuable earthly resources:lol:.
 
Corrected the increment to be 10 and not 15. The idea to have a Global Enchantment cost yield is a little bit too complex and require too much coding for me... Thus i double the cost to 600 mana.
At the same time, I have also increase the cost (from 1k to 1500 Faith) of the Elhoim ritual that decrease of 25 the Armageddon Counter, thus to maintain a sort of numerical balance among the two....
 
I think the game would be more fun and harder if AIs promote their units more diversely. AIs should promote some units to Defense Discipline especially while they are weak and losing war. Shield breaker Class is actually of no use currently because AIs seldom promote units to Defense discipline. And if some units are built for city garrisoning, AI should not give them Offense discipline...
Will look into it... Maybe a way to improve AI can be to have it choose correctly promotion and equipment.
There is already code for it, but I think it can be more tied to the AIGroup which is the way the AI identify units based on the duty (city defense, invasion, etc...) not sure....

UPDATE: yes defense promotion logic for unit at city defense consider only city % increase and dont consider generic % defense, thus defensive discipline is not prioritized.
For equipment I am keeping as it is I have only added logic to replace current equipment if a new one has 'double the value' of the current one.
 
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And please consider putting some more priority on Vengeance discipline for AI units. It can be followed by 'Orc or Goblin or Frostling Slaying' promotions useful for lair destroying and other 'xxx Slaying' promotions for attacking their neighbor races...
 
Mmm on this I am not sure... Why not offensive discipline, first strikes and city attack? To boost them to attack neighbour cities regardless of races?
Maybe its as I play... Rarely I give xxx slaying to discipline units and I prefer 'sacred fist' which means +20% attack city and ignore building defense... Much more effective imho...
 
Mmm on this I am not sure... Why not offensive discipline, first strikes and city attack? To boost them to attack neighbour cities regardless of races?
Maybe its as I play... Rarely I give xxx slaying to discipline units and I prefer 'sacred fist' which means +20% attack city and ignore building defense... Much more effective imho...
And on this note, the bonus vs city attack works versus the barbarians lairs, they are considered city!
 
hmm... if we approach a barbarian lair, they launch attack first. So I prefer giving Vengeance(or Defense) discipline and an armor(if possible) to one or two of my weak units of the early game. It seems that these kind of units survive longer in my experience :) Maybe this cannot be applied in general.
 
Yep, we too select 1 or 2 units on the stack to defense, i like more the Defense because you can find the promotion to defend against marksman unit and in the later game it will come in handy against other civilization, and of course the promotion to increase the chance to defend the stack
For the barbarian lairs we use the adept's spells to soften them so if they attack it will be easy, for me that's enough
For the AI it will be good to have a stack for siege with some units to defend the stack and all the others for conquering the city, but you can't have different aproach for the ai in the same "units group" or so is what i understood on the code
If SpyFanatic can find how to do it I bet it will take it into consideration!
 
Well the idea of promote some unit of an attack stack to defensive can be nice... Maybe either adding 1 or 2 defensive unit (e.g. archer) to the stack or simply promote them to defensive discipline...
 
Hi all
Proposing a voting/survey for the following:

1) Ancient Tower Improvement can be removed (settle city or worker) but not Lost Temple or Mana Shrine. Should we align that and allow all of then to be removed? They are nice but sometimes I do not use mana or faith... Or else declare also Ancient Towet as not removable to keep the artifact of ancient world always in place
2) Climate map block found city were there is no food on the plot... Which bothers me as in some map it blocks some nice spot, but i love that terrain is adjusted based on civ. What are your feeling?
3) Found on resource plot does not give the bonus 'nearby city' it can sometimes be a nice dilemma on where to founs the city, but honestly I would consider the city plot as beeing a 'nearby city'...
 
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