Version 2.7 discussion

I already posted that suggestion in my "ranged bombardmend" thread but it probably fits in better here:

I think the monotheism should be removed from the prerequisites of meditation, otherwise one will found judaism just one tech before founding buddhism (I have been playing with limited religions turned on) I manually changed the prerequisites of meditation to priesthood (from a historical point of view this seems to be ok for me).

Though I have only limited knowledge about buddhism I dont think its a monotheistic religion, so this prerequisite does not make much sense anyway.
 
These are some suggestions for civic discovery, and hopefully good ideas in order to put the civics available in a more historical chronology and improve gameplay.

- Bourgeois (civic) available with Aristocracy (instead of Monarchy)
- Charity (civic) available with Trade (instead of Naturopathy)
- Divine Cult (civic) available with Ceremonial Burial (instead of Sacrifice Cult)
- Republic (civic) available with Democracy (instead of Philosophy)
- Senate (civic) available with Code of Laws (instead of Philosophy) (or with Philosophy still if Philosophy is made available earlier)
- Free Church (civic) available with Papacy (instead of Theology)
- Democracy (civic) available with Representative Democracy (instead of Democracy) (this makes it into a centralized alternative liberal government civic to Federal rather than a carbon copy of Republic as it is now)
- Federal (civic) available with Social Contract (instead of Representative Democracy)
- Subsidized (civic) available with Representative Democracy (instead of Social Contract)
- Free Market (civic) available with Economics (instead of Banking) (I highly suggest this since right now it takes away from the use of Mercantilism, which historically dominated economics throughout the Renaissance and Enlightenment)
- Move Mercantilism (tech) closer to Banking to make Mercantile a Renaissance Age civic.

Not sure how hard this would be to do, however.
 
- Free Market (civic) available with Economics (instead of Banking) (I highly suggest this since right now it takes away from the use of Mercantilism, which historically dominated economics throughout the Renaissance and Enlightenment)
- Move Mercantilism (tech) closer to Banking to make Mercantile a Renaissance Age civic.

I completely agree (I am an Econ. major in college), however, there should be an Economy civic discovered at Currency. It seems weird running Barter when I discovered that tech; I do not run Slavery because I am balancing instability (large empire).
 
I completely agree (I am an Econ. major in college), however, there should be an Economy civic discovered at Currency. It seems weird running Barter when I discovered that tech; I do not run Slavery because I am balancing instability (large empire).

Perhaps Barter could be renamed something else? Subsistence or Agrarian perhaps since a majority of people were self-sufficient working on farms?
 
With regard to Mercantilism, I have always had an issue with the "No Foreign Trade Routes" aspect. For 1) This is untrue. Foreign Trade still occured, but with high terrifs, and "Domestic" trade routes flourished, and empires with colonies protected and enhanced their own wealth by forcing their colonies to trade with the mother land, and imposing huge financial penalties for trade that benefited foreign interests. 2) It would be more accurate to state that Foreign Trade routes are only permissable in the 6 largest cities, and that colonies and smaller cities are dependent on trade with said 6 largest cities. 3) Additionally, the trade income from trade routes should be significantly higher for the capital city, not to mention a flat significant increase in gold produced by the capital city. 4) Currency should enable Mercantilism.

I agree with changing barter to Agrarian.

The economic path should then be Barter -> Early Trade (!NEW! with Currency) -> Mercantilism (Code of Laws and Compass) -> Free Market (should require Economics)

Early Trade: Needed to fill in gap in trade where goods and services were bought and sold with currency in addition to bartering. (May need better name). Key is that governments did not have more than low level control, and gains were moderately better than Agrarian, but much less than Mercantilism, since Mercantilism needs to also account for the amount of wealth attainable for the time period.
 
Would it be possible to add Titanium as a resource. Make it available in the late Industrial or early Modern era and make it a requirement for some of the more advanced units. I was thinking maybe the Mech units, the Dreadnaught unit and fusion ships. Other late game units might also be possibilties.

Thanks for the time and work you have put into this mod. I think you have made BtS awesome, something Firaxis should pay attention to when making Civ V.
 
You going to release 2.63 with your medieval changes before pushing towards the future era changes for testers?
I was considering to release a test version once I get the tech tree reorganized with current techs, it won't be v2.63, just a test version, as it won't be "finalized" mod in that state ie. some techs are still empty etc. With this test version you all then can point out my mistakes :lol:

Edit: Just noticed RevDCM 1.02 is out so I'll have to download and merge it before I release any test versions. New RevDCM has couple new features (like Examine city before conquering/razing it).
 
I play this mod since v1.something and I simply love it. And, considering the great evolution of the mod since then, I think there should be more victory conditions. This mod adds flavour and specialization like none of the other "regular" (non-fantasy nor time-specific) mods and some new victory conditions would be a great addition to the game.

Having some kind of victory condition directly related to great people would be great. Perhaps some late game super-human project involving great people + special buildings could work fine. A corporative victory would also be interesting, something like controlling all the corporations' headquarters and having one of them at 80% of all the cities. A commercial victory could also exist, perhaps controlling 1~3 of some specific resources, plus having some gold, plus building some specific buildings.

And as my only concrete "complaint": is there no way to make corporation headquarters work similarly to holy shrines? (i know that holy shrines require a holy city, so they can't be built twice, unlike headquarters could be, in theory; but is there no way to avoid this?)
 
I have a feature request. Have you considered implementing some form of attrition? The thought came to mind when playing some Perfect World maps and the fact that for the first time I was playing maps that had large cohesive deserts and ice caps. I was able to cross deserts larger than the Sahara on foot at 3000 BC when in reality Europeans had to wait until they invented means to sail around the Sahara.

Perhaps a system where a unit loses a set percentage of strength (10%? 20%?) if they end their turn on a desert or ice tile would be appropriate? And there would be a couple technologies that reduce or remove the effect.

Honestly I don't know if such a feature is possible, but I'm sick of deserts being so friendly when in reality they're extremely hostile places.

Great work on the mod so far, I love it!
 
Wonder if there would be a way to increase the incidence of "discovering" resources tied to later techs. Also in 2.7 would be interesting to have each improvement mature over time like mines and cottages, with resultant strengths and weaknesses - shaft mines and towns add a lot of strategic depth to the game, and presently the mills/shops/farms are somewhat boring.

Also, would it be possible to build different improvements on the same resource - say the option to build a dairy farm on a cow resource to produce milk? Or would it just be easier to let the cow icon represent all products a cow might produce, so that icon would be required for both the butchery, and, say, a cheesemakers, or for the existing bakery to add veracity and make trading more interesting?

Adding buildings that are difficult to build or requirements to existing buildings (requiring several resources and producing unique effects) would enhance playability.
 
Here's current patch notes:
Spoiler :

Version 2.7
-----------

Mods
----
- Updated: RevolutionDCM 1.00->1.02, new DLL -> saved games from RoM v2.62 no longer compatible
- Updated: Advanced Combat Odds 0.4->1.00
- Added: Examine City at Conquest


Techs
-----
- Added: Siege Warfare
- Added: Ceremonial Burial
- Added: Fermentation
- Added: Mounted Archery
- Added: Cartography
- Added: Caste System
- Added: Vassalage
- Added: Aristocracy
- Added: Crop Rotation
- Added: Armored Cavalry
- Added: Anatomy
- Added: Algebra
- Added: Armor Crafting
- Added: Smithing
- Added: Telegraph
- Changed: Paper no longer allow Map trading, requires Guilds and education
- Changed: Navigation requires Map Making
- Changed: Monarchy requires Bronze Working instead of Military Training
- Changed: Monotheism req Priesthood moved from OR category to AND category
- Changed: Sacrifice Cult requires Mysticism
- Changed: Democracy requires Alphabet
- Changed: Sanitation classical tech
- Changed: Alphabet cost 300 -> 240
- Changed: Glass Blowing requires Bronze Working (2000BC in Egypt)
- Changed: Currency requires Writing and Metal Casting
- Changed: Civil Service requires Code of Laws
- Changed: Philosophy requires Literature
- Changed: Agricultural Tools button
- Changed: Political Philosophy requires Banking
- Changed: Compass requires Education or Clockworks, now Medieval era tech, cost 400->1400
- Changed: Optics requires now Invention, cost 750->1100
- Changed: Education is now Medieval era tech
- Changed: Music is now Classical era tech
- Changed: Chivalry requires Armored Cavalry
- Changed: Printing Press requires Invention instead of Machinery
- Changed: Divine Right requires Gunpowder
- Changed: Humanism requires Drama and Music
- Changed: Metallurgy requires Armor Crafting
- Changed: Grand War requires Nationalism
- Changed: Scientific Method now Renaissance tech
- Changed: Steam Power alternative requirement Scientific Method instead of Thermodynamics
- Changed: Thermodynamics alternative requirement Scientific method
- Changed: Steel requires Steam Power
- Changed: Semi-Automatic Weapons alternative requirement Steel
- Changed: Screw Propeller requires Steel instead of Steam Power
- Changed: Railroad requires Steel instead of Steam Power, no longer require Refining
- Changed: Refining requires Railroad
- Changed: Combustion requires Refining instead of Railroad
- Changed: Explosives requires Scientific Method
- Changed: Battlefield Medicine requires Anatomy
- Changed: Radio requires Telegraph
- Changed: Armored Vehicles requires now Motorized Transportation
- Changed: Amphibious Warfare requires Automatic Weapons, no longer require Armored Vehicles
- Changed: Sonar no longer has Electronics OR requirement
- Changed: Radar has Electronics as OR requirement
- Changed: Automatic Weapons requires Combustion instead of Industrialism
- Changed: Submarine Warfare requires Automatic Weapons
- Changed: Mechanized Warfare no longer require Modern Physics, requires Automatic Weapons
- Changed: Modern Physics no longer require Electronics, requires Flight
- Changed: Microchip renamed to Semiconductors
- Changed: Computer Networks requires Semiconductors
- Changed: Legalized Gambling is now Modern era tech
- Changed: Mass media is now Modern era tech
- Changed: Seismology is now Modern era tech
- Changed: Computers requires Modern Physics


Events
------
- Added: Silver Rain event (deadly Nanite Cloud event ;))
- Fixed: Interstate event uses Highways instead of Roads (thought I had this fixed in previous patch...)


Buildings
---------
- Changed: High Walls moved to Siege Warfare
- Changed: Bath House constructed 25% faster with the help of Lead (pipes)
- Changed: Sewer System constructed 25% faster with the help of Lead (pipes)
- Changed: Nuclear Plant requires Lead
- Changed: Hospital +1 health from Lead (used in X-ray machine, negates 1 unhealthiness from Lead)
- Changed: Supermarket +1 happiness from Tea
- Changed: Bazaar +1 happiness from Tea
- Changed: Fisherman's Hut +5% food with Shrimp
- Changed: Harbor +1 health with Shrimp
- Changed: Port +1 health with Shrimp, no longer require Harbor in city (allows player to skip Harbor building if already has access to Port, building upgrade line still works like before)
- Changed: Commercial Port +1 health with Shrimp, no longer require Port
- Changed: International Port +1 health with Shrimp, no longer require Commercial Port
- Changed: Sid's Sushi Restaurant +1 health with Shrimp, +4% food with Shrimp
- Changed: Manhattan Project graphics scaled down
- Changed: Armourer moved to Smithing
- Changed: Doctor's Office moved to Anatomy
- Changed: Custom House no longer require Toll House
- Changed: Drydock no longer require Shipyard
- Changed: Steel Mill no longer require Forge
- Changed: Mining Inc. Survey bonus production from Lead
- Changed: Rubber factory Lead OR-requirement added
- Changed: Coal Plant moved to Thermodynamics, requires also Assembly Line and Electricity
- Changed: Oil Plant requires Assembly line and Electricity

Great Wonders
-------------
- Changed: Pyramids moved to Ceremonial Burial (requires also Masonry)
- Changed: Apostolic Palace requires Papacy
- Changed: Statue of Liberty description shows civic requirement and that it requirescoastal city


National Wonders
----------------
- changed: Space Laboratory +50% science bonus removed (+1 science per specialist in all cities is huge bonus already)


Units
-----
- Changed: Catapult units moved to Siege Warfare
- Changed: Horse Archer units moved to Mounted Archery, upgrades only to Cuirassier
- Changed: Elephant rider str 8->5 (still effective against Mounted units with its 50% vs. mounted bonus)
- Changed: War Elephant units str 11->8
- Changed: Trade Caravan is now national unit, max 5 at a time
- Changed: Freight is now national unit, max 5 at a time
- Changed: Flak88 has now 1 move (though it's Immobile unit)
- Changed: Knight units require Armored Cavalry, no longer require Guilds
- Changed: Swordsman units requires Smithing
- Changed: Heavy Swordsman units require Armor Crafting
- Changed: Transport only defensive
- Changed: Landing Ship Tank only defensive
- changed: Traineddog no longer have Attack_city AI
- changed: Wardog no longer have Attack_city AI
- Changed: Spearman units have Attack_city AI
- Changed: Axeman units have Attack_city AI


Resources
---------
- Added: Lead
- Added: Tea
- Added: Shrimp
- Changed: Salt unique range 5->3, placement order 5 -> 2
- Changed: Gold placement order 5->2, can appear on jungle/forest hill plot
- Changed: Silver placement order 5->2
- Changed: Ivory placement order 5->3, appearance 40->100
- Changed: Coal revealed with Steam Power

Improvements
------------
- Added: Geothermal Factory (not yet assigned to tech or to worker actions)
- Changed: Mine can extract Lead
- Changed: Shaft mine can extract Lead
- Changed: Apple Orchard moved to Fermentation
- Changed: Olive Orchard moved to Fermentation
- Changed: Plantation works on Tea
- Changed: Fishing Boats works on Shrimp
- Changed: Farm initial food bonus +1 food (was +2), gains +1 food from Crop Rotation tech


Religions
---------
- Changed: Hellenism founded with Aesthetics, spread factory 50->30
- Changed: Kemetism founded with Ceremonial Burial, spread factory 50->20
- Changed: Zoroastrianism spread factor 50->20
- Changed: Hinduism spread factor 50->30 (default BtS factor is 200)


Corporations
------------
- Changed: Mining Inc. accepts Lead resource


Python
------
- Added: OOSLogger (for logging Out of Sync errors in multiplayer games)
- Added: CvDiplomacy.py human player can now refuse to talk to other civs with "Cease bothering us!" comment, Player can ask the AI to cease contacting them. If the AI wants to contact the human player but has been told not to, the AI will behave as if the human player had rejected whatever request the AI was intending to make. This may either be no change in attitude, a change in attitude or perhaps an unexpected war declaration as well! All war declaration diplomacy contact and first contact meetings are not affected by this option. The AI behaviour is 100% BTS behaviour equivalent and so there is no change in the AI behaviour. The change is actually only an interface enhancement useful to the human player when there are a lot of insignificant AI's about that the human player does not want to communicate with. The do not bother status is not saved in the game state, so reloading or restarting will reset all do not bother status to back to vanilla contact behaviour. This is good, because there is a high likelihood that players will forget that they have told the AI to shut up between gaming sessions, and thus are wide open to unexpected surprises in diplomacy.
- Changed: Tech screen can display more techs vertically, each era's techs shown with different colors (colors may need adjusting)
- Changed: Abandon city code no longer allow player to sell free buildings (those gained from wonders), checks text elements from xml (helps if translations made later), checks for unique worker/settler unit types, checks for civ's unique buildings, game define Building Cost percent included in calculations, check for Holy Shrines (these are not wonders in RoM), adjusts revolution index when religious buildings demolished (if revolution component is on), getNumBuildingClassInfos function does not seem to find modular buildings..
- Changed: Cityscreen now shows how many National and Great Wonders city has already built
- Changed: Civic screen scrolls now horizontally
- Changed: Changing player only allowed when cheat mode enabled
- Changed: Barbarian civ component checks units' city attack modifiers when deciding what units to give for city attacking
- Fixed: Inquisition works correctly when Revolution component is disabled (CvGameUtils.py)
- Fixed: Revolutions no longer give national or team units to new civs
- Fixed: Barbarian civ component sets city attack unit to iAttackCity instead of iAttack


Civics
------
- Changed: Caste enabled with Caste System tech
- Changed: Vassalage enabled with Vassalage tech
- Changed: Nobility enabled with Aristocracy tech
- Changed: Church civic gives +1 health from Naghualism Monastery (Calmacec)


PlotLSystem
-----------
- Added: Tea plantation defines
- Added: Geothermal Factory defines
- Changed: Workshop graphics swap to new building models when advancing to Future era, Modern/industrial eras uses now previous Modern/Future era graphics


Routes
------
- Changed: Cart Path does not give extra moves, only connects to resources
- Changed: Road 2 moves (3 after tech bonus)
- Changed: Paved Road 3 moves
- Changed: Highway 4 moves (6 after tech bonuses)


Promotions
----------
- Changed: Medic II requires Anatomy


Worldpicker
-----------
- Fixed: worldpicker now chooses suitable graphics for RoM_ mapscripts


Audio
-----
- Fixed: New religions use now correct movie sound files when religions are founded


Domestic advisor screen
-----------------------
- Added: Resources 2 page
- Added: Strategic resources 2 page
- Added: Military & Espionage buildings 2 page

Gamespeeds
----------
- Changed: Snail research percent increased from 500% to 700%

Game options
------------
- Changed: Advanced Combat Odds is ON by default (setting 1)
- Changed: Super Spy promotions are ON by default (Deceiver trait requires it to be on)
- Changed: Inquisitions are ON by default
- Changed: Battle effects are OFF by default

Game Defines
------------
- Changed: Max corporation prereq bonuses 5->6


Sevopedia
---------
- Changed: Corporation pedia pages can now show corporation specific buildings and units

New things this week:
Examine City at Conquest
Human player can now refuse to talk to other civs with "Cease bothering us!" comment (see patch notes for longer explanation how this works)
RevDCM is updated to v1.02
Abandon city component bug fixes

Sorry no pics about those...

Yesterday I spent some 10hours just with the tech tree and it probably takes another 10hours before the tech tree is in such condition that I can upload test version. So maybe some time late next week you might get your hands on the test version - that's of course without the future era changes.
 
Honestly I don't know if such a feature is possible, but I'm sick of deserts being so friendly when in reality they're extremely hostile places.
There's no modifier for terrain to do damage to units, that modifier is only available with terrain features such as forests, fallout etc.

And as my only concrete "complaint": is there no way to make corporation headquarters work similarly to holy shrines? (i know that holy shrines require a holy city, so they can't be built twice, unlike headquarters could be, in theory; but is there no way to avoid this?)
This question seems to surface from time to time (over year ago asked first time) and no, I haven't found way to remove great wonder limit from Headquarters. I know it could be down through python but in that case you'd be looping through all cities on the map and that would slowdown the game as the check would have to be made every time a great person is activated.

Wonder if there would be a way to increase the incidence of "discovering" resources tied to later techs. Also in 2.7 would be interesting to have each improvement mature over time like mines and cottages, with resultant strengths and weaknesses - shaft mines and towns add a lot of strategic depth to the game, and presently the mills/shops/farms are somewhat boring.

Also, would it be possible to build different improvements on the same resource - say the option to build a dairy farm on a cow resource to produce milk? Or would it just be easier to let the cow icon represent all products a cow might produce, so that icon would be required for both the butchery, and, say, a cheesemakers, or for the existing bakery to add veracity and make trading more interesting?

Adding buildings that are difficult to build or requirements to existing buildings (requiring several resources and producing unique effects) would enhance playability.
There will be changes for improvements in v2.7 - some new future era improvements and some changes to existing improvements due to to tech tree changes.

I think it's enough to have one type improvement for each resource with the exception where newer, more advanced improvements replace the old one - Dairy can be added as city building with cow requirement and it would then produce milk. Having one improvement type for resource is also better for AI players.
 
Looking forward to the patch.

Glad you have moved the horse archer, came way too early and made horseman redundant.

Also I noticed the audio changes, does that include the incorrect sounds when building temples etc? As i noticed that the temple of chons plays the bhudist sound instead of kemetism.

As always your efforts are hugely appreciated :)
 
Just a note about salt:

In Europe salt is not only coming from drying ocean parts or finding it in the desert (which we hardly have) - the most important resources for salt used to be the salt mining (pure salt hard as stone). Since the million years old salt oceans are in our times deep beyond the surface there are really huge salt minings all over here.

Actually some old salt mines here are now used for deposit of radioactive waste - so even if it sounds strange I really think salt should be among the things that can be found by a mine - it would be realistic and not uncommon.
 
Another couple minor tweaks. Increase public works worker bonua to 25%. It's annoying to have an uneven value set making odd turns. The other worker speed bonus providers are Proletariat (+25%) and Hagia Sophia/Steam Power +50%) With +25% instead of the current +20%, you can get a more even division when combined with the others for a straight +50% or +100% instead of +45% or +95% at present which can suffer round down issues.

Give Slavery a Great Person penalty.


Also, another way to represent glassware needing a sand requirement, would be to limit building it in a city with a desert tile in it's radius. This would also limit its spamability somewhat as well. (ie building a glasssmith in every city purely for the commerce bonus and not merely for the resource, it doesnt really need a commerce bonus anyway. Providing the manufactured resource alone is sufficient reason to build it)
 
Perhaps a system where a unit loses a set percentage of strength (10%? 20%?) if they end their turn on a desert or ice tile would be appropriate? And there would be a couple technologies that reduce or remove the effect.

Honestly I don't know if such a feature is possible, but I'm sick of deserts being so friendly when in reality they're extremely hostile places.

There's no modifier for terrain to do damage to units, that modifier is only available with terrain features such as forests, fallout etc.

I remember seeing such a thing when the beta version of events came out. There was an event that caused damage to units moving in arctic/antarctic regions if the civ did not have furs. There was also one for deserts. I don't know if it is possible with the current event system but it may be worth looking into.
 
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