Units!

Originally posted by MikeLynch
One more quick question for you, Leo:
What version of Civ are you using? I have found (in MGE, anyway) that having a cost value higher than 20 for any given unit has caused anomalies.

IIRC, the specific anomaly I ran into was that a unit with a cost of like 25 could be purchased for negative Gold. And I'm positive I've read about similar problems somewhere in the online Civ community.

Does this not happen for you? Are you running with the NoLimits patch or some other modification?


Huh, sounds ambitious. Wouldn't doubling their cost mean they have double the original effect on furthering Wonder production? Meaning that, though their Trade function is more balanced, their Wonder function is actually more imbalanced?

Have you considered maybe reDUCing the cost of Caravans and Freight to the extent that their impact on Wonders is so negligible as to be barely worth the hassle? It might also inspire the AI to use them more... but it could be even more unbalancing for the humans......... hmmmm.

MikeLynch:

1) I'm using MGE - I haven't run into that problem you mention about units priced over 20 being purchased for negatve gold. But I will keep my eye on it in future games and se what happens.

2) Increasing the costs of caravans and frights takes them longer to build. Much longer. But you are right about them still being used for Wonders. The solution would be to have their shield value HALVED when used for Wonders. This is the most unbalanced part of the game.

If you reduce the cost then they can be built much faster, thus generating very high levels of trade. In a long game, cities will then have established all their trade routes much faster.

This is one part that needs more testing and work. If anyone has any ideas how this can be edited or changed, I would appreciate hearing about it.
 
Increasing the costs of caravans and frights takes them longer to build. Much longer. But you are right about them still being used for Wonders. The solution would be to have their shield value HALVED when used for Wonders. This is the most unbalanced part of the game.
I concur. But I can't think of a way to impose that kind of restriction on the Caravan Wonder benefit -- I don't think there's a scenario feature that would do it. The only thing I can think of is just doubling all the Wonder costs, but that hurts the AI even more, doesn't it?

Or does the AI cheat at Wonder production at most or all difficulty levels?

And are we getting off topic? :lol:
 
Originally posted by MikeLynch

I concur. But I can't think of a way to impose that kind of restriction on the Caravan Wonder benefit -- I don't think there's a scenario feature that would do it. The only thing I can think of is just doubling all the Wonder costs, but that hurts the AI even more, doesn't it?

Or does the AI cheat at Wonder production at most or all difficulty levels?

And are we getting off topic? :lol:

All Wonders in my Rules.txt have at least been doubled in cost. The really useful wonders, and the better wonders (such as Seti, etc) have been increased in cost from 3 to 10x in cost. All improvements have increased in cost.

The AI of course trades techs like there's no tommorrow.

At the end of Game.txt is this notation about Caravans and Wonders:

@ADDTOWONDER
@width=440
@title=Wonder Project
Workers caravan arrives in %STRING0. %NUMBER0
shields added to project (%NUMBER1 more shields required).

It would be interesting to see if this could be edited to prevent caravan disbanding.
 
@ADDTOWONDER
@width=440
@title=Wonder Project
Workers caravan arrives in %STRING0. %NUMBER0
shields added to project (%NUMBER1 more shields required).

It would be interesting to see if this could be edited to prevent caravan disbanding.
I doubt it -- seems to me all you'd change is the reporting of it to the player. You could always add a line to it:

Workers caravan arrives in %STRING0. %NUMBER0
shields added to project (%NUMBER1 more shields
required). You might as well be cheating.


When all else fails, employ guilt.

Try taking the whole thing out first. Maybe that'll have some sort of effect. (Hope it doesn't crash the game!)
 
Originally posted by MikeLynch

I doubt it -- seems to me all you'd change is the reporting of it to the player. You could always add a line to it:

Workers caravan arrives in %STRING0. %NUMBER0
shields added to project (%NUMBER1 more shields
required). You might as well be cheating.


When all else fails, employ guilt.

Try taking the whole thing out first. Maybe that'll have some sort of effect. (Hope it doesn't crash the game!)

I don't have time atm, but in a long game, such as the ones I play, the player needs something to build while waiting for advances.

Not sure what you mean by guilt or cheating. I am trying to make the game harder.
 
Ahh...poor attempt on M1 Abrams
 

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Not sure what you mean by guilt or cheating. I am trying to make the game harder.
Actually, I was making an oblique joke. If you can't fix the Caravan->Wonder imbalance, you could always change the text box that pops up when the player delivers a Caravan so that it makes the player feel guilty for using such an imbalanced technique. :D
 
Originally posted by MikeLynch

Actually, I was making an oblique joke. If you can't fix the Caravan->Wonder imbalance, you could always change the text box that pops up when the player delivers a Caravan so that it makes the player feel guilty for using such an imbalanced technique. :D

MikeLynch:

Sorry for the short reply in my post above. The internet/my connection was causing the pages here to act funky, and I could only type in a short response. Everything appears fine today.

Great idea with that setup - :D

BTW, one idea to get around that caravan, is to move Capitalization (rename it to Taxation) to Currency. Then move caravan to Economics.

In a long game this will allow the player/AI to have their cities "use" something while waiting for tech advances. It also places the caravan into the future.

Not perfect, but this should help re-dress some of the imbalances in the caravan/wonder cheat. The player may want to reduce the cost of some things to accommodate this change, OR disband military units to help build wonders, OR use conquest to get those wonders from the AI.
 
Here are some new Afrika Korps infantry.

Please note: these and other Afrika Korps graphics I will posting here are being developed for an up-coming scenario I am working on. So I would kindly request that none of these graphics be used in any way (or used in other scenarios) until after my scenario has been released to the public.

Thanks :)
 

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A10 Thunderbolt (Warthog)

Edit: Lighter shadow to the engine
 

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Updated US Marines to make them look more agressive :p
 

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hi,
i'm currently working on a scenario, that begins after ww1 in 1919 and will led to ww2...so it would be very nice if someone could create german panzer I and II units for me...and maybe some aircrafts that fit in this time :)
 
Give me some pictures to work from and I'll see what I can do ;)
Follow my signature to the units thread and you might find something to use there :) .

For now, some pz 1s :)
 

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New Jagdpanther! ;)

Am I the only one keeping this thread alive? :confused:
 

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