Use of Info Addict Mod for GOTM

Should we use the Info Addict Mod for GOTM play?


  • Total voters
    77
  • Poll closed .
Take the resource trades example - do we not know what resources countries are exporting and importing today (in the real world), and from who? it's would be pretty hard to keep that a secret.

Are you sure?

Name the countries that are importing Uranium, and their supplier. Or Whales, even. Or Ivory.

And how much did you know in 4000bc, or 1000ad?

Perhaps in a next version, a Spy will be able to gather this information. :)
 
average citizen? no. but as the leader of a nation, I probably would know some of that. i'd have advisors and council chairmen tell me what they could but not until much later in history, most likely the late industrial age and that would probably only be with people I have DoF's with (meaning if a Friend traded with a non-friend that im not at war with i could know what they traded but trades between 2 non-friends probably not). spies providing this knowledge would be very appropriate as well as shared intrigue regarding trades that civs im at war with are doing. i'd like to see it as full fledged game option, not just some mod feature either.
 
No, I don't personally know that trading info. But I'm sure a leader of a G20 country could get that info pretty easily. Gee, a quick google search turns up tons of hits too. check out http://www.wise-uranium.org/umkt.html

info in 4000bc is irrelevant since countries werent trading. but by Greek and Roman times info was flowing (though much slower than today). but game turns are also 25 years, not 1 year.
Leaders knew enough to send explorers to start looking for new sources of resources
 
No, I don't personally know that trading info. But I'm sure a leader of a G20 country could get that info pretty easily. Gee, a quick google search turns up tons of hits too. check out http://www.wise-uranium.org/umkt.html

info in 4000bc is irrelevant since countries werent trading. but by Greek and Roman times info was flowing (though much slower than today). but game turns are also 25 years, not 1 year.
Leaders knew enough to send explorers to start looking for new sources of resources

Coming to think of it, I am perfectly sure that the war between Nubia and Assyria in 750 BC (and various Fertile Crescent wars before it) was pretty well caused in part by the need to protect trade routs - so states DEFINITELY knew who was trading what to whom. Hard to keep that a secret anyhow.
 
the Civ4 BUFFY mod is great because you have easy access to a lot of info about trade relationships and diplomatic relationships. it enhances the strategic and diplomatic aspects of the game. I think the Info Addict mod is going in the right direction.
 
Please, let us not turn this thread into a discussion of history to prove one point or another. Please focus on game play and concerns such as deployability or ease of use.
 
Ribanah got like 25 posts in this thread - must REALLY not like this mod.
I truly wonder why when she was stating she played previous gotm which used mods aswell.

I m myself also no big fan of mods, but when considering that a "real" GOTM would also include some mod I dont see a general problem with using a mod for this competition in "training series".

Dont think that more informations about other civs would impact my gameplay at all.
In singleplayer I hardly check demografs which give lot of informations allready.

I cant vote in the poll as I dont know how the mod works and I wont install any mod for now if i dont "need" to.
Maybe u should describe it more detailed if you want more people do a qualified vote -like that its a vote like in politics - chosse the evil u know allready or choose another unknown evil. Which one might be less bad?
 
Maybe u should describe it more detailed if you want more people do a qualified vote -like that its a vote like in politics - chosse the evil u know allready or choose another unknown evil. Which one might be less bad?
The first post contains a link to the full description of the mod and the place to download the mod if you wish to try it.
 
I voted yes because CiV needs more statistics, but then I read that it prevents Steam achievements which makes me reconsider my choice. I'd actually prefer playing without the mod for this particular reason.

You should always read the thread before voting in the associated poll... :D
 
I found my game crashing sometimes with mods. Never been able to finish any games with mods, and have bad experience with infoaddict.
 
I found my game crashing sometimes with mods. Never been able to finish any games with mods, and have bad experience with infoaddict.

Interesting, that's the first I've heard of any issues there.

Btw, is there any known reason why mods block getting achievements, and is it fixable?
 
I don't want to use any mod that gives my information that would not normally be available to me in the standard game, so I voted no.
 
I voted "no" but do not feel all that strongly one way our another. I will keep playing these awesome gotms regardless. I learn a ton. The reason I voted no is because the mod gives players a little more info than we can get without it. It's not gamebreaking though. In fact, I sure would like a mod that would show who will buy what resource...
 
I voted "no" but do not feel all that strongly one way our another. I will keep playing these awesome gotms regardless. I learn a ton. The reason I voted no is because the mod gives players a little more info than we can get without it. It's not gamebreaking though. In fact, I sure would like a mod that would show who will buy what resource...

I completely agree. Whoward69's Trade Opportunities Mod would be a much better mod for consideration than Infoaddict at this time.

http://forums.civfanatics.com/showthread.php?t=453027
 
Don't really see why it has to be either or. Its perfectly possible to combine elements into something we're a) all happy with b) improves the functionality of the game.
 
The Trade Opportunities mod seems to hit one of Ribanah's "Ten Usefull Things to have in a Mod" list.
I liked some of her other ideas too. especially the "warn me about moving next to barbs" thing.
How easy is it to combine Mods?
 
The Trade Opportunities mod seems to hit one of Ribanah's "Ten Usefull Things to have in a Mod" list.
I liked some of her other ideas too. especially the "warn me about moving next to barbs" thing.
How easy is it to combine Mods?

Not that I'm an expert on the matter, but, definitely possible, not sure how easy it would be though, as I don't know if mods are all forced to be coded in the same, language or style. Still, very possible.

At this point, I'd probably suggest that's the direction we move in actually, and in the process create something that we're all happy with, which improves on the enjoyment of the game and access to information in an even, clear manner, without changing the rules.
 
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