Version 2.7 discussion

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)

I disagree with these statements. Disgusting as it was, pushing labour to slaves gave thinkers more time to think, with every whim met. Certainly, this meant if a great composer were born a slave, the chances are lower that they would ever be recognised for their talents but those who benefit from this barbaric system had more time to be Socrates.

I'd also disagree with the 'sand' requirement of glassware causing it to be restricted to desert regions. After all, sand isn't entirely uncommon. Living in a temperate climate, I can get some from the beach.
 
I disagree with these statements. Disgusting as it was, pushing labour to slaves gave thinkers more time to think, with every whim met. Certainly, this meant if a great composer were born a slave, the chances are lower that they would ever be recognised for their talents but those who benefit from this barbaric system had more time to be Socrates.

Well you can disagree but your counter-argument is invalid. Its a known fact the intelligence capability is evenly distributed across the population, whether that population be of slaves or non slaves. It follows the basic bell curve. Historically is has also been the case that in the vast majority of civilizations or societies which implemented slavery, that slaves outnumber non-slaves by a significant amount. You say the non slaves have more time to become like, socrates, this assumes first that they are of the small percentage which posses the intellectual capacity to do so and when combined with access to education, qualifies them for becoming a great person. Perhaps this small percentage has a slightly easier time attaining such status due to having their every whim taken care of. On the opposite end, the portion of the intellectually capable slave population, being denied education and opportunity, can never attain such status.

I argue that the loss of great people candidates from the larger slave population will always vastly outnumber any gains you might get among the smaller non-slave great person candidates, due to them having more free time as you suggest. Though in my opinion this might be counter productive, because the non-slave candidates might just become spoiled, and unimaginative having never faced hardship or necessity, but I digress.

If you counter argue that perhaps the slave population does not outnumber the non-slave population, then I'd say that you really aren't running a civilization wide slave economy anymore.
 
I agree with 0100010, slavery needs the penalty, but also many others also, becouse some of the civics are just bad, and some superior to others. Some change would be nice, since I found (and I'm pretty sure that others too) that I use almost the same civics for the entire game.
 
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)

I really like this. Yes, as Samael points out, sand isn't that rare, but from a gameplay point of view, this is a lot nicer than requiring salt, and as mentioned above, completely removes the glassworks spam.
 
I really like this. Yes, as Samael points out, sand isn't that rare, but from a gameplay point of view, this is a lot nicer than requiring salt, and as mentioned above, completely removes the glassworks spam.
From gameplay point of view having glassmith require desert plot instead of stone resource is nice suggestion (except on maps without deserts). Salt might be replaced with Soap once I get some resource changes done - soap will be most likely made of "animal fat" ie. from animal resources (more uses for Whale!).

Just letting you all know that the earlier era tech changes are done, finished tech tree last night. I'll add few more things today and tomorrow and then after a couple test runs I'll upload it. After that you can start testing and I'll start modifying the future era techs.
 
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.

And if what Zappara said is really the only way, I can think of one other solution as well if you're really dedicated to implementing this (which i suspect he's not, no big deal). That is give every desert tile a terrain feature for different attrition values. They can range from the current oasis to semi-arid and arid tiles and possibly something more extreme. This, however, would be a lot of work for a feature that could have questionable results in terms of gameplay balance. You'd not only have to edit every single map script to include them and have them properly balanced, you'd also have to make new graphics/effects to represent them. Hardly seems worth the effort for most modders, although if I had the ability I'd probably try.

Anyways, it was just an idea that sprung to mind one day. Thank you zappara for even considering it.
 
Is there a land promotion in the game that increases the flanking damage done by horse archer/cavalry/etc. I've played the mod alot I just haven't looked to be honest. Kinda cool to make a Flanking II horse archer with + flanking damage promotions. Kill all seige with just a few horse archers. Maybe it is a little OP?

EDIT - I guess you could add a promotion line for seige taht reduces flanking damage.

Once again I apologize if this is already in here. The mod is huge and I definitely don't have it memorized.
 
Royal, from what I've seen it's done via separate promotions. CBT1, 2, then pickup bonus vs. Seige Weapons. Flanking promotion appears to only increase your odds of withdrawing from combat.
 
The best way to fix the spam (on buildings that produce resources, but I also think the same fix is needed to decrease the number of IPorts/Commercial Airports - one-turn future era research on Marathon by 1500AD is broken) is to require multiple prereq buildings. I would say that an all-purpose "tools" resource (with a toolmaker requiring three forges and metal) would be a nice prereq for all finished good producers (like glass).
 
Download v2.7test version 1

Requires RoM v2.62 installed. Do not use with Megapack (haven't tested if it works with it)

This version has the re-organized tech screen and many other changes made so far - still this is just maybe one third or one half about the real 2.7 patch since lot of work is still on my to-do list. Just yesterday I made some 30+ future era tech buttons while watching King Kong movie so that I can start working with future techs - multitasking for the win! :D

Feel free to post feedback about this test version.

Version notes so far:
Spoiler :
Version 2.7
-----------

Mods
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- 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
- Added: Microprocessor
- Added: Applied Economics
- 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, now Modern era tech
- 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
- changed: Representative Democracy is now Renaissance Era tech
- Changed: Cloning now Modern era tech
- Changed: Human/Machine Interface now Modern era tech
- Changed: Automated traffic now Modern era tech


Events
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- 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
---------
- Added: Naval Yard (building upgrade path not finished yet for this building)
- 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
- changed: E-Bank has new graphics


Projects
--------
- Added: International Monetary Fund (IMF), enables World Bank national wonder for all players


Great Wonders
-------------
- Added: Djenne
- 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
----------------
- Added: World Bank, earn interest from your gold reserve
- 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.
- Added: CvEventManager World Bank changes
- 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 (does not seem to have any effect in early game)
- Changed: CvGameUtils Inquisitor checks optimized bit
- Changed: CvGameUtils getUnitCostMod optimized
- Changed: CvGameUtils getBuildingCostMod optimized
- Changed: CvEventManager Building Upgrade lines optimized -> turns should be faster
- Fixed: Colonist and Pioneer should not cause OOS error anymore
- 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
- Fixed: CvGameUtils UNIT_AUTOMATON -> UNIT_AUTOMATONS


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)
- Changed: Regulated moved to Applied Economics


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%, changed turn amount to 3000 so that the game ends at year AD2100
- changed: Marathon added 10 turns to Medieval timeline (60months*10=50years)
- Changed: Epic added 5 turns to Medieval timeline (120months*5=50years)
- Changed: Normal added 5 turns to Renaissance timeline (120months*5=50years)
- changed: quick added 1 turn to Medieval timeline and 1 turn to renaissance timeline (50years total)
- Changed: re-ordered speeds so that Snail is shown in Single Player -> Start Now menus (quick and blitz are way too fast anyway for this mod)

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


Movies
------
- Added: video for Global Stock Exchange wonder
 
WOW! And all of the above, with respect to what's in the 2.7 test so far is only about half of what you wanted to do???
 
Feel free to post feedback about this test version.

Prologue: Custom game -> ROM-Perfect World: Game freezes when loading after 1/10 of the green bar...

1. act: playing ROM 2.71 tectonics/huge/emperor - map is loaded fast, turns are very fast too and after a while my inca/hinduism/stonehenge synergy path is working pretty nice and so I try to enable prophets for state religion and happiness and... well whatever - you all know it: I really enjoy playing my snail turns and what happens then? Civ freezes, just when I am trying to change civics to prophets :(
I say to myself 'I guess the civics menu is bugged...but I will give it another shot anyway...'

Alt-TAB helps me out and...

2. act: ...I activate last autosave, reproduced situation and this time I actually click on the prophets button - but when trying to move mouse to "revolution" button it then it freezes and I have to restart comp because although I still have music in background (indian sitar sounds...)
civ is frozen and this time I'm not able to ALT-TAB anymore... and the Ctrl-Alt-Del taskmanager doesn't show up over frozen civ neither... nevertheless the civ mouse is still moving, sometimes turning into a white windows mouse outfit, catching trancendental but seeable corners of objects when clicking in the frozen pic of civ.... guess I should be playing it windowed again... and not stoned... :cool:

Epilogue: :sigh: :cry:


edit: Zap, can I somehow edit my settings to get old civics menu style again, which had the icons as pedia infos?

edit2: Just made a quick test trying out "RoM 2.71 Test1 WoC Lite Merge Test" had no probs of changing civics. The difference there is the civics screen scrolls vertical btw.
 
The test version has been stable thus far for me, though I'm isolated and thus haven't felt the effects of the different military techs...
 
So will the Ancient Temple and Obsidian resource still exist? You've added new resources, I don't mind them but only as a replacement for not so useful existing ones. Although you can get away with shrimp as there are few enough water resources that there is room.

I seriously question the value of lead as a resource, specifically your mention of its use in pipes. Yes lead was used for them prior to modern materials, but prior to those modern materials clay was used far more often. Lead isn't used for pipes anymore because of its toxicity. I see give lead a negative health bonus, that reasonable. But from a game play point of view I would never even hook up lead, and destroy hook ups to it in conquered territory, just to eliminate the negative health bonus. What positive things do you get from it to make it worth having? The mildly faster build times for buildings is not enough. The negation of the negative health bonus from hospitals is not an incentive it only lets you break even (and only in cities in which you have hospitals) Its not a requirement for anything else (Ok Nuclear plants and that is the only thing according to your notes above, but in that case, why not build one of the other plants instead?)

The way you have lead described above, it would be even more useless than Ancient Temples
 
So will the Ancient Temple and Obsidian resource still exist? You've added new resources, I don't mind them but only as a replacement for not so useful existing ones. Although you can get away with shrimp as there are few enough water resources that there is room.

I'm going to have to agree with this. I'm willing to be lenient with Obsidian because it has significant early game influence, but Ancient Temples are still useless. I've taken to modding them to give a commerce bonus in cities with museums.
 
I'm going to have to agree with this. I'm willing to be lenient with Obsidian because it has significant early game influence, but Ancient Temples are still useless. I've taken to modding them to give a commerce bonus in cities with museums.

It has an influence only because you can build Axemen with them, (and a slight build speed help for spearmen) If stone could do the same (let you build Axemen) and had an appropriate rate of spawn, you could do away with Obsidian and still have the early game influence effect only via stone instead.
 
It has an influence only because you can build Axemen with them, (and a slight build speed help for spearmen) If stone could do the same (let you build Axemen) and had an appropriate rate of spawn, you could do away with Obsidian and still have the early game influence effect only via stone instead.

Really? I thought it was used for all Classical-era melee units (and a mounted one or two). I guess you have a point.
 
Perhaps the simplest solution to the Glasssmith spamming would be to make the building perhaps require a Palace in the city (be it the Palace, Forbidden Palace or any other) and a Forge. The building would be only a building (and therefore not count against National Wonders) but be limited to a few cities but, as the nation grows and the additional maintenance reducing buildings are added (Does Rise of Mankind have Summer/Winter Palaces or am I mixing my memories with Rise and Rule for Civ 3?), they can build more sites for glass production. To represent the fact that the buildings are no longer being built everywhere, perhaps each of these new buildings produces +1 Gold per city, produces several glassware resources (for purposes of trade) and has a much higher cost in hammers.

That'd limit the amount of Glassmiths in the empire.

Perhaps, if it's possible, when Glass becomes common place, a technology could grant some other bonus to the building (to reflect ultimately having built a smith on every darn city in your empire in previous editions) and possibly to give a +1 happiness bonus to all cities - this representing the fact that Glassware is available to all people in the empire and the +1 happiness bonus from Glassware now represents the happiness from, say, high quality glassware or even a sense of national pride from having a long tradition of it? I don't know, but the resource has to remain available, even when commonplace, for the purposes of trade, at least.

Also, do any buildings gain a happiness or healthiness bonus with glass? It seems the sort of thing that might make sense. One assumes that sterile glass containers might be more hygenic in bars and hospital and the like.
 
I say to myself 'I guess the civics menu is bugged...

Today I will provide a new version to Zappara with screen width adjustment.
I will take a look in front for your error but I didnt changed anything from original civics screen in my adjusted screen.
So all routines for selecting an changing civics are the same like in original...

PS: Can you test this one please?
 

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