Version 2.7 discussion

I know this isn't an official version but I would like to see some release notes so that I can check if problems I am about to report are fixed or not.

Port problems, that you can build the most advanced structure of your technology without building prerequisite buildings. Same for customs house.

Ziggrat can be built without knowing code of laws. Perhaps same with courthouse but I am not sure.
Last notes I posted were for v2.7test2 and some things have been fixed since - like those building upgrade lines.

Just want to say something about OOS.
We have a game with 3 human + 9 IA.
Standar map
Archipelagos
Minor
Barbarian civ on
over 16 civ total so far ( some has been destroy ofcourse allso)
BUT not one OOS so far we are in 1365 AD.
By the way Colonist and Pioneer units should work now in v2.7test2 without causing OOS ;)

P.S. Zappara probably all ready knows this but the revdcm team is planing an update for 3.19 before the weakend.
Yes I know and I'm waiting to get the chance to merge it to RoM asap so that my mod becomes compatible with BtS 3.19. :)

I love the work you done on the medival era, extending it, and I like the lenght of the research (4-8 turns in average, though some of the early ones I skipped can be researched on 1 turn now), the only problem is that I'm still in the medival era (1832) and so are all the AI's. I'm currently #1 scoring (having 870 points.) and most civs have 200 or less with only one having 800+. The last is not a big problem as I think I have to move from emperor to Deity.

I really liked the research tech rate at the ancient, classisism and medival era, but it seemed like there was room for more turns.
I know from experience that if I go slower than Epic the first and second era is WAY to slow for me.

So my question is : Is it possible to extend the turns at a given era? Since you made more techs in the medival era, it will actually overtake the years for renaicance and industrial eras. F.ex. make 1000AD to 1250AD from 20 years/turn to 10 years/turn (not sure its actual that way in game, just an example) thereby making the medival era longer in turns. I think it would work out better than cutting the research amount on every tech in medival times, as it seems very balanced now.
I added some turns to medieval period in v2.7test2 but it might not be enough on faster game speeds because of all the added new techs. I could add some turns to Normal game speed and probably add some to Epic speed as well - Marathon speed seems to be quite good.
 
Remember that Marathon gets the huge research/build penalty, so it'll still be disadvantaged if you add turns to the other time scales and don't modify Marathon in any way.
 
Hey, I want to say that I appreciate very much the continuing work of the ROM Mod development team. They bring much needed realism to Civilization 4 and to Civilization 4: Beyond the Sword.

I would to contribute to the ROM Mod with my suggestions and ideas.

First off, The Chinese did not use the Russian T-72 Main Battle Tank. They do produce their tanks like T-59, T-69/70, and T-96. here's the pictures of the T-69 and T-96 - http://en.wikipedia.org/wiki/File:Type_69II_rear_q_Quantico.jpg - and - http://www.sinodefence.com/army/tank/images/type96_01.jpg.

The other idea I have is when the player's culture borders expand in peace time, the event message should read "Due a referendum of the people, the neighboring areas surrounding (a city name) are being annexed" or "Due to successful negotiations, the borders are redrawn without war".

I hope that you like my idea.

JayW.
 
I'll give marathon a try then. Its just sooo slow in the beginning.

Use advanced start with 10k points, its a lot more interesting and you avoid the slow start. I used to hate advanced start, but now I love it. Just don't overextend yourself (no more than 5 starting cities, 3-4 preferable.)
 
I couldn't read every post above... Only Zappara is that great

but 1) i agree with the problems with the civics
(for me democ/repub,liberalism,parliament/senate,freemarket,secular)
if I switch to anything else my society crumbles... It would be nice if atheism didn't cause so much trouble or if there was a civic that benefited nations with many religions better than secular does
it would also be nice if there was a "multi-religion" type thing where if you head near 4 the effects and works would begin to collaborate and sankor and other religion buildings would benifit any of the religions included in the "union"...

reading it over that sounds like a crap idea... but eh... it's something maybe it will inspire gold...

it's hard to be communist... nuff said

someone said encyclopedia isn't fair and i think it's realistic along with the internet... the societies that have those things spread ideas faster...

my 2 cents

{thanks for the great work}
 
<snip>

I added some turns to medieval period in v2.7test2 but it might not be enough on faster game speeds because of all the added new techs. I could add some turns to Normal game speed and probably add some to Epic speed as well - Marathon speed seems to be quite good.

Current 2.7test2 game is at 1933AD. Epic speed, Huge 6 Continent world, 4 starting AI, BarbCiv on, Noble Difficulty Level. I just got Musketmen. I lead in Tech of the "Known" AI. I've only had Caravel for 60+ years. I now have Galleon, Brig and Sloop. I finally circumnavigated the world 1st in the late 1880's. Of the 6 Continents I have finally established Cities on 2 of them. 2 others are basically unexplored by my units yet. 1 Partial exploration as I just landed a settler, Arqubustier(sp?), Maceman.

I have contact now with 9 Minor civs, 2 more that have just reached major status, and 3 of the 4 original Starting AI. Barb Cities are still being found with 1 and 2 pop. I have also eliminated 2 Minors already.

2.7test1 also displayed similar characteristics. My last game of that version I was conquering the world with early tanks and motorcycles in the 2010+ year range.

I've said all that to say this; I don't think the AI is broken. It just now has soooo many choices and must fend off countless Barb Swarms that it is getting bogged down by the fighting.

Even when I finally assume the Tech lead, usually assisted by having multiple religions, I have to research different areas to keep things balanced, ie. keep ppl Happy, make enough money to support my rapidly expanding empire, and my ever growing need for troops to defend with. I'm finding that the research time is sufficiently long to cause the years to go by too quickly. Especially the 1st 3 Eras. Therefore by the time I hit the 1800's AD I'm still using Mace, Pike, Crossbow, Hvy Sword, and if Horse are available Mailed Knights, and just getting the 1st gunpowder units. This is on Epic speed.

Maybe Marathon is better suited to the abundance of techs? Epic just doesn't get enough research done early game. And I know that some players complained about Modern Era get a tech a turn, but this is a necessary development to acquire the techs needed for Space Victory at the current pacing.

My observations of the last 2 2.7testx versions on Epic speed.

Maybe Ancient shouldn't have a 50 yr basis per turn? Or Classical a 15? 25 and 10 respectively?

JosEPh :)

Ps. It's actually kinda neat to still be playing Medival units in the Ren and Industrial Eras. But from a realistic/original purpose game flow it is slower.
 
Yeah, my games with 2.7test2 are similarly behind as in JosEPh_II's post above this.

I play no vassals or tech brokering on huge with rev, barb civ, and start as minors (and am very happy that custom options are saved now :)). With the additional techs and lower trade, research is slower for all. It's 1955 and no one has guns yet!

This probably isn't the right place for it, but I'll suggest adding some sort of slave trade wonder to represent the slave trade in the 1800s.
 
I'm at turn 223 with the difficulty on monarch and no computer has more then 2-3 cities, 90% of the map is undeveloped and I'm so far ahead of them it's ******** and everyone is still a minor civ. I love the concepts behind the mod but is there anyway to make them have more cities, Turn minor cities off??? All the way up on difficulty or what? I LOVE the mod but I really want to be competeing for my land here, I hate the fact they just sit around like nothing.
 
@JayW
Believe it or not. ROM is actually only one man (Zappara)
He has however used other mods like RevDCM, WoC etc. But the thanks for ROM should go to Zappara alone. (IMO)

@Afforess
Not a bad idea at all. Do you still start at ancient? One problem though (if I dont remember wrong) You have to put your starting cities within a defined area, which excludes a little "Nomadism" in the beginning.

@omgitsnuc
You can turn minor civs off at custom game/options when you set up a game. its in the bottom.

@JosEPh_II and primordial stew
I glad that I'm not the only one with that problem. (I thought that I just played really bad ;))

So I took the liberty of making this micromodmod. It puts a lot more turns into the medival era and changes the turnincrement to fit actual eras (in my view, hence the name vincentzview)
There are however problems with this. This only works for EPIC SPEED and ANCIENT START on ROM2.7test2
Keep in mind that this is not an official vincentz (tm) mod, but a small workaround (So that gunpowder and caravels are not invented in the 19th-20th century) I might have put too many turns in there. Let me know.

Known Problems :
I havent playtested it yet, but there might be a LOT of problems, regarding the eras.
I couldnt find the start point definition for later eras, so that barb units that are linked to a certain era would appear "before time" (Dont know if they are linked to eras or linked to discoveries) Any help would be much appreciated.

What is does :
Spoiler :

#Turns before next step/Date/#years per turn/Era
(The era is not the actual game era, as that is defined by techs, but just a personal index)

Before
40 BC6000-BC4000 50 Stone Age
140 BC4000-BC500 25 Bronze Age
90 BC500-850 15 Classical Antiguity/Early Middle Age
45 850-1300 10 Early Middle Age/High Middle Age
90 1300-1750 5 Late Middle Age/Renaissance
70 1750-1890 2 Industrial
100 1890-1990 1 Modern
220 1990-2100 .5 Future

795 turns

After
50 BC6000-BC4000 40 Stone Age
175 BC4000-BC500 20 Bronze Age
100 BC500-AD500 10 Classical Antiquity
150 AD500-AD1250 5 Middle Ages (Dark, High)
125 AD1250-AD1750 4 Middle Age (Late) Renaissance
65 AD1750-AD1880 2 Industrial Era
110 AD1880-AD1990 1 Modern Era
220 AD1990-AD2100 .5 Future Era

995 turns


Installation : Put folder from RAR into
....\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules

Edit : I loaded a savegame after I put the mod in, and the mathmaticians of my entire empire was very ashamed. They had forgot to count sundays into the calender, which resulted in the previous year 1890 was now 1250 (which fitted quite good to the AI's progress) though I was way ahead of the AI's almost at chemistry. I noticed in my game, that as soon I got overseas trade (Navigation) the techs went down to 1-2 turn research, and my capitals/empires trade commerce (61/528:commerce:) would surpass the capitals entire plot commerce (41:commerce:) whereas before navigation the trade commerce was 13/101:commerce:. When you then add ports/commercial ports/costum houses etc the boost will be enormeous. Realistic, maybe, but gamebreaking.
Maybe it should be 150% or 200%. I think 500%+ is too much. Just another VincentzView thats all...
 
yes, it will make the AI "warmongering" as they dont have the option of making peace. Other options to make AI better includes : Raging Barbarians OFF, No Technology Brokering ON (Only allows AI's to trade techs, not you. While this will hit you, it will seem that the AI is better), BarbCiV OFF (Barbs will become new civs that will take up land that original civs now have to fight for, thus making them smaller in cities/land area (might be the one you are looking for)) Revolution OFF (I never had a revolution, though sometimes it seems like the AI is struggling with them (due to different civics I think).
With that said, keep in mind that ROM 2.7test2 is a..... test version (suprise!) And is not finished yet. There has been a lot of changes in especially the medival era and the future era is being completely rewritten.
 
No Technology Brokering ON (Only allows AI's to trade techs, not you. While this will hit you, it will seem that the AI is better)

Actually, this does not stop you trading techs. It only stops everyone from trading techs you have not researched yourself. So if you give trade for writing to one civ you will not be able to trade writing to anyone.
 
I have seen some discussion about the spearman earlier.

The problem with the spearman line of units (spear and pike) is that in BtS they are set up as a pure counter to horse based units. But they will loose versus any other unit. The spearman looses out versus swordmen, axemen etc. Historically spear is one of the best weapons ever made, and one could argue that spears should be equally good or even better than both swordsmen and axemen.
So spears versus swordsmen or axemen should come out 50/50!

My proposal is to either give the spear +1 strength and drop bonus versus horse to 50%, and change
axemen to -1 strength but 100% versus melee. Then the spear would be more versitile and almost equaly good versus horses as today. Alternativly the spear could keep its strength but you could
add +50% versus melee in addition to +100% versus horses.
 
I havent playtested it yet, but there might be a LOT of problems, regarding the eras.I couldnt find the start point definition for later eras, so that barb units that are linked to a certain era would appear "before time" (Dont know if they are linked to eras or linked to discoveries) Any help would be much appreciated
Barb civ cities forming minor civ is actually done all in python (BarbarianCiv component). Some of the rules are in Revolution.ini and you can edit them. Basically barb civ will form a new minor civ if 2 full civs see their city (enough just to spot the city once) and then after x number of turns the city turns into minor city (might be requirement of at least city size 2).
 
yes, it will make the AI "warmongering" as they dont have the option of making peace. Other options to make AI better includes : Raging Barbarians OFF, No Technology Brokering ON (Only allows AI's to trade techs, not you. While this will hit you, it will seem that the AI is better), BarbCiV OFF (Barbs will become new civs that will take up land that original civs now have to fight for, thus making them smaller in cities/land area (might be the one you are looking for)) Revolution OFF (I never had a revolution, though sometimes it seems like the AI is struggling with them (due to different civics I think).
With that said, keep in mind that ROM 2.7test2 is a..... test version (suprise!) And is not finished yet. There has been a lot of changes in especially the medival era and the future era is being completely rewritten.

Thanks, Not sure why I exactly posted in here but I was actually using 2.63, not the 2.7 which I am using now.
 
I'd recommend marathon speed and Immortal AI for decent AI performance. Some of them will still be ********, but the one's starting on rivers will do decently for a while. They still struggle mightily mid to late game, even on Deity.

Also, don't build more than 4 cities before the civics that let you turn off the huge #/distance of cities penalty, primarily Monarchy. In this sense RoM resembles CivIII and getting out of despotism.
 
just a thought but to have a lil more city specialization maybe knight's stable should require a stable be present and also so many stables built...and also royal tourney be same with knights....i had a game where i had multiple cities producin horse units with 16 xp from jump...and even though i was playying deity and slightly behind in teck those horses were practically immortal and i won a game domination where i dont think i should have....not complaining just saying
 
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