Version 2.8 discussion

Every man talk about the Communism, not everyman truly understand what the Communism is :(.

But this is Communist in the CIV4 game, so dont talk about the Communist in the real, because it is far to come :).
 
In my opinion, Communist Civic should be
-Fit a large empire (or very large too).
-Good Food and Production, but decrease gold.
-Stand ready to fight a massive warfare.
-And additional bad for Corporations.

So there is my Communist Civic (Goverment)
Civic
-50% Distance Maintnc.
+25% Corporation Maintnc.
Yield
+10% Food.
+30% Prod.
-20% Gold.

Improvement
Town +1 Food, +2 Prod, -2 Commerce.
Village +1 Food, +1 Prod, -1 Commerce.
Hamlet +1 Prod.
Cottage +1 Prod.
Workshop +1 Food, 1 Prod.
Watermill +1 Food, 1 Prod.

In my modmod i add a new growth improvement chain: Guild => Factory => Industrial Park => Industrial Zone, they create new way to build late improvement, focus on production and combo well with Communist :).

Now im trying to make Wealth, Research, Culture is more versatile, when i order cities to build Wealth, they will +xxx% gold from hammer :).
 
The other new addition that I made was a new Great Wonder for Transhuman era - this new wonder defuses all nuclear weapons from game... ;)

Guess now I'll HAVE to dip into the SDK to make the non-nuclear 'nukes' in my mod into what they really are or should be.
 
Zappara, Bug 4.1 was released today. Here are the changes:
Spoiler :
CHANGES

New Features:

- Mac support
- Scoreboard
Added Civilization Description option (e.g. "English Empire")
- City Screen
Added option to show only religions and corporations present in the city plus allows for more than seven of each
If Fractional Trade Routes is enabled, shows two decimal places for Trade Route values [BULL]
- Foreign Advisor (F4)
TECHS: Added a status column that shows War, Forced Peace, and Refuses to Talk
- Religion Advisor (F7)
Added option to limit the religions shown in the top area to only those that are founded or available for conversion
Added johny smith's scrolling panel for mods with more than seven religions
Shows new religions and religious buildings/units types from mods
- Civ4lerts
Added Refuses to Talk alert
Added Worst Enemy alert
Added Resource Trade alert
Added Map Trade alert

Improvements:

- Scoreboard
Refuses to Talk now works without BULL
- Customizable Domestic Advisor (F1)
Added hover help text to buttons
- MapFinder
Added ALT + CTRL + SHIFT + G to stop
Added separate Save path

Bug Fixes:

- BUFFY and Single-Player BUG can coexist; set NoCustomAssets to 1 in BUFFY's INI file
- Main Interface
Moved the Tech text down 2 pixels so that it now lines up with the GG and GP bars
Era Text and Great Person Bar hidden in Hide Interface and WorldBuilder modes
- Strategy Layer
Placed dots are drawn when a game is loaded if the Dot Map is visible
- Scoreboard
Number of cities counts only the ones you can see on the map (plus their capital) when you can't see a rival's city list
Rival city lists cannot be seen when you cannot contact them and for OCC games
- City Screen
Production bar tick marks count food for Workers/Settlers correctly
Anger Counter hidden for foreign cities because you cannot see Whip/Draft button hovers
- Customizable Domestic Advisor (F1)
Culture levels under No Espionage are now correct
- Technology Advisor (F6)
Great Person Bulbed Techs are reset when a game is started or loaded
- Info Screen (F9)
Projects List
Hover shows project instead of building; click goes to correct Civilopedia entry
Completed projects no longer show an invalid date or city name
- MapFinder
Status panel title displays correctly
- Civ4lerts
Trade alerts suspended when an AI Refuses to Talk
- Unit Naming
Default naming convention matches new unit counting codes
- Logger
File name and path changes take effect immediately
Suppresses the nationality of rival Privateers


MODDING

New Features:

- AttitudeUtil
Added functions to determine worst enemies
- BugUtil
Added escapeXml() to replace <, >, and & with their XML entities
- DiplomacyUtil
Added functions to detect when a rival refuses to talk
- ReligionUtil
Makes adding religions and new types of religious buildings/units to the Religion Advisor a snap
- TradeUtil
Added functions to get lists of valid trading partners for the various tradeable items
Added calculateTradeRouteYield(), calculateTotalTradeRouteYield(), and calculateTradeRoutes()
Added functions to handle Fractional Trade Routes

Improvements:

- BugEventManager
Exceptions from event handlers are caught and logged, and the next handler is called instead of aborting the event
- BugGameUtils
Each callback's dispatch logging is now optional via "log" XML attribute
- GameUtil
Added checks for more game options used by diplomacy/trade changes
- GPUtil
Added specific instructions for adding new GP types

Bug Fixes:

- BugPath
Ignores CustomAssets folder when running as a Mod due to too many issues
 
We should have techno for the Transhuman Era
 
Wohoo, that means 2.8 around the very corner, right?
 
quick thought, is Natural Gas a resource represented in Civ? i say this thinking of most common and used commodities/resources in use today. Natural Gas, liquefied/gas/etc. is a huge part of the world economy and trades on the CBOT daily... i love all the resources but i for one would vote for NG being included sometime in the future...

see http://en.wikipedia.org/wiki/Natural_gas

"and is created by methanogenic organisms in marshes, bogs, and landfills" -- marshes and bogs? easy enough, although i think it is also available in the ocean as a frozen form called methane hydrate (see http://www.whoi.edu/oceanus/viewArticle.do?id=2441)

"Another solution is to export the natural gas as a liquid. Gas-to-liquid, (GTL) is a developing technology that converts stranded natural gas into synthetic gasoline, diesel or jet fuel through the Fischer-Tropsch process developed in World War II Germany. Such fuels can be transported through conventional pipelines and tankers to users." -- damn Nazis... :(

"Before natural gas can be used as a fuel, it must undergo extensive processing to remove almost all materials other than methane." -- here is see Civ creating the "natural gas processing plant" much like a brewery produces alcohol, the NGPP makes NG as an energy product like oil? :scan:

"Natural gas pipelines are economical, but are impractical across oceans." -- which politically makes me think of the Ukrainian Russian problem controlling the gas pipelines... pipelines themselves represent a Civ possibility! :confused:

:goodjob:

resource symbol on the map as?

5395.gif


1103_cobis_20070206153629.jpg


flame_02.jpg


and damnit, i will draw the thing myself -- stupid internet cant give me one flame silhouette picture... seriously from google to bing, pissesss me off! :mad:
 
@ munky:
Good ideas.
I agree natural gas should be added.

As for the Methane Hydrate, since it's a powerful green house gas I think there should be a big negative attached to it.
When a Civ starts using it, it should cause a green house effect several times worse than what other things do in the game. There's some much of the stuff on earth that even if a small fraction of it escaped into the atmosphere it would have dire consequences on earth current climate set up.
 
Wohoo, that means 2.8 around the very corner, right?

Glider1 said on Monday that it will be 7 days or so before official RevDCM 2.6 is released. Give Zappara few more days to merge that in.

Short answer: yes! :woohoo:
 
Now, has anyone anything to say about those Transhuman era changes? After all v2.8 concentrates to Transhuman era and all the new major additions was made to that era.

There are many things i could comment in detail, but i will do that later. just a few things i thought about during my last game

- Spaceship components are too cheap because of the huge bonuses you get; they take in worst case 3 turns to build (normal speed/about 100 base prod).
- Perhaps even the techs are too cheap, could be increased by 50% (50000 science and more is possible on a large map/normal speed)
- for transhuman get more focus on paradise stuff, like treefarms, windmills, preserves and ecological things that are important. they're still not attractive enough but expensive. i'd like to see huge bonuses on that, esp. more on windmills and preserves.
- The internet wonder is too cheap or it should be moved to a later tech. It breaks the game if it's too early. Or its bonus can be moved to another later wonder and it should give tech/commerce bonus or free tech etc. (I'm not a fan of Encyclopedia either).
- Buildings like vacation resorts etc: AI is building that stuff like insane, and it hits science capitals all the time. mind control centers dont have that problem, because they have the tendence to be a win for ai. would be nice to see that fixed. no idea if ai pays for infrastructure, but if it still does it would help it greatly if the costs are removed for it.
- more anti-air possibilties/strength for units. ai had always a problem with that so superior protection can help it getting stronger.
- more possibilties to add cultural city defense (like walls do). why not let it get up to 300% or more. thats cool

- Added: Command Center (Future Bunker), 100% defense bonus
No building for a city? :/
 
@ munky:
Good ideas.
I agree natural gas should be added.

As for the Methane Hydrate, since it's a powerful green house gas I think there should be a big negative attached to it.
When a Civ starts using it, it should cause a green house effect several times worse than what other things do in the game. There's some much of the stuff on earth that even if a small fraction of it escaped into the atmosphere it would have dire consequences on earth current climate set up.

great idea! :cool:
 
Natural Gas, as long as it affects things in game (i.e. Nat. Gas Power Plant building, bonus with Public Transportation), I am fine with it inclusion.

On the subject of resources, I hope 2.8 (I only glanced through the changes and am not running the beta) makes Methane Ice and Geothermal Energy useful beyond providing a more useful plot.
 
In my opinion, Communist Civic should be
-Fit a large empire (or very large too).[]/quote

????. Only time "communism" has really worked has been on really tiny communities
 
Any chance of adding StrategyOnly's Mercenaries Modcomp to the final 2.8? The Python is too much for me.
 
I just don't think that Zap should have nuked Communism back to the stone age. :)

I don't quite understand this comment. By Real, I mean the True Communism that's nearly impossible to make due to human conditioning. :)

Sorry, that's not communism, that's bad government. :) True Communism also allows for no corruption, and no massive surges of prices. All prices will more than likely never go up or down.

Thank you, finally someone who understands me! Also, don't know if Re-engineering is needed. That seems more like Eugenics. :)
And Eugenics make Fascism look fun. :(

Fascism yes, but Communism no.

Not so much.

Communism in RoM is far from nuked. Ve have veys to get around the money penalty...

;)

I still run it. That civic category does cry out for a better late-game option (Virtual democracy? Witheringawayofthestatism for those Marx fans who seem ever with us?)

BTW, it's not human conditioning that makes Communism non-viable in RL, its human nature/social dynamics, including the good stuff. True Communism has no prices.

The problem with Communism, "true" or corrupted, as with Fascism, is that its illiberal. The theory upon which it is based doesn't account for, say, Zappara, let alone Sid Meier, and thus the systems themselves crowd out much of what makes life worth living.

If they are to be included in the game in the name of realism, the flaws in the ideals they express should be accurately reflected as well.
 
Glider1 said on Monday that it will be 7 days or so before official RevDCM 2.6 is released. Give Zappara few more days to merge that in.

Short answer: yes! :woohoo:
Yeah, that sums it up quite nicely. So IF RevDCM is released on next monday (7days from this week's monday) I could have it merged to RoM next week and hopefully get the first download release ready by the weekend - of course assuming everything goes without huge problems.

There are many things i could comment in detail, but i will do that later. just a few things i thought about during my last game

- Spaceship components are too cheap because of the huge bonuses you get; they take in worst case 3 turns to build (normal speed/about 100 base prod).
- Perhaps even the techs are too cheap, could be increased by 50% (50000 science and more is possible on a large map/normal speed)
- for transhuman get more focus on paradise stuff, like treefarms, windmills, preserves and ecological things that are important. they're still not attractive enough but expensive. i'd like to see huge bonuses on that, esp. more on windmills and preserves.
- The internet wonder is too cheap or it should be moved to a later tech. It breaks the game if it's too early. Or its bonus can be moved to another later wonder and it should give tech/commerce bonus or free tech etc. (I'm not a fan of Encyclopedia either).
- Buildings like vacation resorts etc: AI is building that stuff like insane, and it hits science capitals all the time. mind control centers dont have that problem, because they have the tendence to be a win for ai. would be nice to see that fixed. no idea if ai pays for infrastructure, but if it still does it would help it greatly if the costs are removed for it.
- more anti-air possibilties/strength for units. ai had always a problem with that so superior protection can help it getting stronger.
- more possibilties to add cultural city defense (like walls do). why not let it get up to 300% or more. thats cool

No building for a city? :/
Good points there and I'll consider them. There's defense city buildings on Transhuman era already, just the improvements were missing nice upgrade for defense.

Natural Gas, as long as it affects things in game (i.e. Nat. Gas Power Plant building, bonus with Public Transportation), I am fine with it inclusion.

On the subject of resources, I hope 2.8 (I only glanced through the changes and am not running the beta) makes Methane Ice and Geothermal Energy useful beyond providing a more useful plot.
Natural Gas, while it's very commonly used resource in today's world, I probably won't add it to RoM. I've considered it few times and would have liked to have stuff like gas/oil pipes and several buildings tied to these kind of resources. However the improvement system doesn't allow pipes in any form (no 2 improvements on same plot and no 2 route types on same plot) and the other problem is that there's so many resources to place on land plots that if more is added, the more there will be situations where some vital are completely missing (ie. stone, sulphur issues). Methane Ice was easier to add since it's ocean floor resource. Geothermal Energy will be just a plot resource (for now in v2.8). Future RoM versions might change those resources - depends on what I decide to do with them and what kind of feedback I get from all of you. ;)

Any chance of adding StrategyOnly's Mercenaries Modcomp to the final 2.8? The Python is too much for me.
Not in v2.8 but I'll give it a try with v2.9 (among some other python things). I don't want to make too many python changes in one version and I want to ensure first that the current changes work correctly.

can you please make a modern earth scenario
thanks love the mod
I'd like to but I can't devote much time more map/scenario making. Personally I'd like to get Rome empire scenario, Colonization of Africa scenario and world war scenarios for RoM. And some real earth maps from different times (jurassic era etc.).


Not much to say about this week's progress - been working overtime so not much time for modding. I renamed Artificial Molecules to Replicators (Desktop Printers / 3D Printers were other name choices) and made this resource reduce unit upgrade costs by 50% (does not stack with same kind of promotion effect) so that's it's really useful to have this resource - requires National Wonder which produces them and it's on Transhuman era.

On this weekend I'll merge BUG 4.1 to RoM 2.8.
 
There are valid arguments for different levels of state involvement in economies, but that's not what Communism is/was even in Marx's "vision". The only place that Marx is still taken seriously is in the Western academy or among charlatans in the developing world looking to take advantage of their ignorance. Letting Communism (or Fascism!) be viable civic options is analogous to allowing Phrenology to boost science or Astrology culture, or having Creationism be a religion.

Nietzsche, Human, All Too Human, # 473:

Spoiler :
473

Socialism with regards to its means.&#8212; Socialism is the visionary younger brother of an almost decrepit despotism, whose heir it wants to be; thus its efforts are reactionary in the deepest sense. For it desires an abundance of executive power, as only despotism has ever had; indeed, it outdoes everything in the past by striving for the downright destruction of the individual, who it sees as an unauthorized luxury of nature, and who it intends to improve into a useful organ of the community. It crops up in the vicinity of all excessive displays of power because of its relation to it, like the typical old socialist Plato, at the court of the Sicilian tyrant [In 388 B.C. Plato visited the court of the Sicilian tyrant Dionysius the Elder in Syracuse, where he returned in 367 and 361 B.C., hoping to realize his political ideals there.]; it desires (and in certain circumstances, furthers) the Caesarean power state of this century, because, as we said, it would like to be its heir. But even this inheritance would not suffice for its purposes, it needs the most submissive subjugation of all citizens to the absolute state, the like of which has never existed; and since it cannot even count any longer on the old religious piety towards the state, having rather always to work automatically to eliminate piety&#8212;because it works on the elimination of all existing states&#8212;, it can only hope to exist here and there for short periods of time by means of the most extreme terrorism. Therefore, it secretly prepares for reigns of terror, and drives the word "justice" like a nail into the heads of the half-educated masses, to rob them completely of their reason (after this reason has already suffered a great deal from its half-education), and to create in them a good conscience for the evil game that they are to play.&#8212; Socialism can serve as a rather brutal and forceful way to teach the danger of all accumulations of state power, and to that extent instill one with distrust of the state itself. When its harsh voice chimes in with the battle cry [Feldgeschrei] "as much state as possible," it will at first make the cry noisier than ever; but soon the opposite cry will be heard with strength the greater: "as little state as possible."

So the United States IS socialist! I thought the corporate mass media and military-industrial complex were such a clumsy fit for a limited-democratic republic. Especially when it has ceased to be either a democracy or a republic. Go figure!

Here's one: "Many, too many are born, and they hang on their branches much too long."
Another gem by Nietzsche:
"The great majority of men have no right to exist."

Not a guy I'd take a lesson from.
 
Let's settle this waste of space Communism debate once and for all. Communism is not viable with human beings. For better or worse, we are all greedy, selfish, and self-serving. Thus, communism should be moved to the Tech "Homo-Superior", as "superior"* people might be able to live under a communistic rule.

* This depends on your definition of Superior of course.
 
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