Version 2.6 discussion

I've posted this in the other thread, but i would like to see worker promotions, and these promotions would also enable the ability to build improvements.

E.G. A basic worker might emerge from a city with 2 XP already, which which the player could give them extra movement, road building or irrigation (presuming required tech was also given/researched). Theorectially this means that a new worker built early in the game would only have the movement promotion available to them and would be useless (even after The Wheel had been researched)

This would also add an element of greater need of protection to the workers as a high level lost worker would have a greater impact than the current version of the game.

There could also be buildings and wonders that specifically give extra XP to new workers and perhaps there could be some promotions that add defensive values to workers, making them capable of defending themselves (at the cost of being able to build less improvements).
 
Wow, long time, no posts, just popped in on that Christmas time to check out on things.

And I have one question only - how's it going regarding basic food yield? Is it still the same, like 4:food: with cottage and 5:food: with farm? That's the only thing about Rise Of Mankind that bothers me - that it's better to found cities with as little resources as possible, since matured cottages own all the other tiles.

I've even started a thread about it back then - http://forums.civfanatics.com/showthread.php?t=295235

I'd be happy to get any news on that :)

bump... please respond :)
 
Zap, you still interested in potential negative traits? Had a few that I was playing around with...

Cruel (e.g., Peter, Stalin) - Food loss to represent repression causing slower growth
Zealous (Charlemagne) - Higher diplomacy penalties for differing faiths
Elaborate (Justinian, Frederick) - +1 Unit costs, +25% maintenance
Arrogant (Napoleon, Bismarck) - -1 Happy, higher diplomacy penalties for borders
 
@ Guardian

Cottage gives +1 gold, +1 food.
Hamlet: +2 gold, +1 food.
Village: +3 gold, 0 food. (+2 gold w/ Printing Press, +1 gold w/ Liberal civic).
Town: +4 gold, 0 food. (+2 gold w/ Printing Press, +1 gold w/ Liberal civic, +2 hammers w/ Regulated civic).

In a test game, town on river w/ irrigation canals and levees and running above civics is:
3F, 5H, 8G and town off river is: 2F, 3H, 8G. Both are on grassland. This doesn't change w/ roads or railroads.
 
Good answer Hroth! :thumbsup:

Yes Guardian the cottages have been reduced from 2.3 version.

Enjoy. :D

JosEPh :)
 
Zap, you still interested in potential negative traits? Had a few that I was playing around with...

Cruel (e.g., Peter, Stalin) - Food loss to represent repression causing slower growth
Zealous (Charlemagne) - Higher diplomacy penalties for differing faiths
Elaborate (Justinian, Frederick) - +1 Unit costs, +25% maintenance
Arrogant (Napoleon, Bismarck) - -1 Happy, higher diplomacy penalties for borders
Yes, you can keep all kinds of ideas coming. If I add negative traits, we'd need as many of them as positive traits. I have downloaded tsentom's python traits and with the help of those little mods I can figure out some new trait configurations as well.

@Argroww

Nice idea, I'll have to think about it ;)

Last night I tested also worker's ability to join to city (one feature that I miss from previous civ games) - the way I tried it was that I used them as great people so it added one new specialist (regular citizen) to city when joined city. Downside was that player can't change those citizens (since it's like great people)... so I removed after my test as I thought it would have been bit overpowering as you could increase one city's production endlessly...
 
I'll see what I can do about traits in general, both negative and positive. Regarding your Deceitful (prev. page), perhaps Cunning might be a better name? (Random thought - Ivarr Lodbrokson, also known as the Boneless - Viking - Cunning/Seafaring/Aggressive/Cruel - just to show how I'm thinking on the traits)
 
Here are a few negative trait ideas. I like the first one, but not sure if it is possible.

Isolationist (Gandhi, Washington, Tokugawa, ETC.) - The leader has an isolationist foreign policy or wishes to stay a neutral nation.
[Cannot form Alliances or Defensive Pacts]

Authoritarian (Stalin, Mao Zedong, Qin Shi Huang, ETC.) - The leader has a tendancy to want to personally control his/her citizens regardless of civic choice, and will do all he/she can with his/her power.
[-2 happiness in all cities, -1 healthiness in all cities]

Populist (Roosevelt, Kublai Khan, Julius Caesar, Churchill, ETC.) - The leader tends to favor the working class over the elites.
[+25% corporate maintenance costs]

Extravagant (Augustus, Hammurabi, Darius I, Louis XIV, ETC.) - The leader tends to spend public money for city beautification, which tends to make cities without beautification jealous and angry.
[-2 happiness in cities without a World Wonder; -5% commerce in all cities]
 
I don't know if anyone else had mentioned this, because I wasn't up to reading 8 pages of suggestions, but I would like a lot more aesthetic changes. What I mean is that the mod is functional, but does it look good? Many of the civilopedia entries are skin and bones. The Tech tree plays sound files from old techs over and over and over and over. Civilizations in the addons don't make sense (case and point: Israel's leader and units). I would enjoy the game infinity more if I didn't hear the monotheism quote 100 times. Just my two cents.
 
The one thing I would really like to see in this mod is a way to expand your borders better. I mean, yeah IDW helps, but unless you are attacking a tile with someone on it, or pillaging, you can't do anything. I think if we made a new command like "pillage culture" which basically adds your culture to that tile as if you were pillaging something. Because once you've completely pillaged all the improvements from a tile, you can't really add more culture to it. Also, I'd like to see Jeckel's "JCultureControl" added in. If both were done, it would make border defense much more important. Instead of just sitting in your cities waiting to defend, you have to send men out to defend the border area
 
@ Guardian

Cottage gives +1 gold, +1 food.
Hamlet: +2 gold, +1 food.
Village: +3 gold, 0 food. (+2 gold w/ Printing Press, +1 gold w/ Liberal civic).
Town: +4 gold, 0 food. (+2 gold w/ Printing Press, +1 gold w/ Liberal civic, +2 hammers w/ Regulated civic).

In a test game, town on river w/ irrigation canals and levees and running above civics is:
3F, 5H, 8G and town off river is: 2F, 3H, 8G. Both are on grassland. This doesn't change w/ roads or railroads.

Good answer Hroth! :thumbsup:

Yes Guardian the cottages have been reduced from 2.3 version.

Enjoy. :D

JosEPh :)

Yes yes yes YES!!!

Santa Claus is Zappara this year :santa2: Brought joy to my homestead :goodjob:
Indeed last version I have is 2.3

Thank you VERY much! :woohoo::bounce:
 
regarding the earlier issue about the trade of food between cities...doesnt that already happen on a tiny scale? grain pigs fish etc give food production bonuses....why not shift food from worked tiles and put more weight behind the resources gained? this also allows you to give food production to another civ for whatever reasons you could think of.

Additionally why not stack unhealthiness rather than +health on to each resource? this would represent disease introduced by foodstuffs and livestock.


medicine could be a fun new resource to bring in more + health in primitive stages you could for example have various herb tiles which gives a bonus to healers huts in the late game you could have pharmacies


...hell it would make a good corporation given enough prerequisite resources.


It would also add a lot of extra possibilities with techs and buildings, in the modern and future eras you could build factories which produce pharmaceutical resources that you can trade or do with what you please.
 
I don't think Leader penalties is such a good idea for the reason that it would seriously unbalance the game play.

One thing I'd like to see is workers gaining experience points by improving land thus giving them upgradable bonuses making certain workers more desirable to catch than others. And I've always wondered why destroying workboats never gives you any experience points? Should at least give minimal experience, like maybe 0.1 xp.
 
Traits
------
- Changed: Aggressive gets Combat I promotion for Hi-Tech and Assault Mech units
- Changed: Protective gets free promotions for Hi-Tech units

I'm pleased to see this, but you might want to keep in mind that giving city garrison to Hitech units will give them defensive boni when it shouldn't - i.e, hover tanks will get the 20% bonus to city defense even though they don't normally receive defensive boni (I know because I tried it in WorldBuilder). Also, I would highly suggest making Mech Infantry gunpowder units to eliminate the gap in the modern age.
 
I've always wondered if it was possible to have some sort of "retraining" building to be added. It would allow units to basically respec their promotions. Is something like this possible? Could be balanced out by cost, time and/or loss of some exp points.
 
Here are a few negative trait ideas. I like the first one, but not sure if it is possible.

Isolationist (Gandhi, Washington, Tokugawa, ETC.) - The leader has an isolationist foreign policy or wishes to stay a neutral nation.
[Cannot form Alliances or Defensive Pacts]

Authoritarian (Stalin, Mao Zedong, Qin Shi Huang, ETC.) - The leader has a tendancy to want to personally control his/her citizens regardless of civic choice, and will do all he/she can with his/her power.
[-2 happiness in all cities, -1 healthiness in all cities]

Populist (Roosevelt, Kublai Khan, Julius Caesar, Churchill, ETC.) - The leader tends to favor the working class over the elites.
[+25% corporate maintenance costs]

Extravagant (Augustus, Hammurabi, Darius I, Louis XIV, ETC.) - The leader tends to spend public money for city beautification, which tends to make cities without beautification jealous and angry.
[-2 happiness in cities without a World Wonder; -5% commerce in all cities]

Interesting idea. Maybe instead of them being permanent traits they could be handled as special events that last a set number of turns. As one thing that always bugged my about Civ in general is that a country's traits would never change after thousands of years. Maybe have a whole set of these that would change every 20 or so turns to show the effects of changing political leadership. Have some be good, some bad, some just neutral. Would add some nice spice to the game.
 
Are you thinking along the lines of every civilization getting their two existing traits, plus one negative?
 
Isolationist (Gandhi, Washington, Tokugawa, ETC.) - The leader has an isolationist foreign policy or wishes to stay a neutral nation.
[Cannot form Alliances or Defensive Pacts]

Speaking only for myself, I rarely utilize Alliances or Defensive Pacts anyways, why not also add "No Foreign Trade Routes" or alternately a reduction in trade route yield due to said isolationist attitudes?
 
replace coffee with tea, its played a much bigger role

cyclone said:
Speaking only for myself, I rarely utilize Alliances or Defensive Pacts anyways, why not also add "No Foreign Trade Routes" or alternately a reduction in trade route yield due to said isolationist attitudes?
you may as well remove those leaders altogether for how well they'll do without trade
 
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