Version 2.8 discussion

more area=more cities=more research=faster teching

make sense?

Don't forget the other negative feedback loop though.

More Land Area -> More Cities -> More Maintenance -> Higher Taxes -> Less Research

and/or

More Land Area -> More Cities -> Longer Wars -> Less Research
 
Don't forget the other negative feedback loop though.

More Land Area -> More Cities -> More Maintenance -> Higher Taxes -> Less Research

and/or

More Land Area -> More Cities -> Longer Wars -> Less Research

Exactly! You read my mind :).
 
Don't forget the other negative feedback loop though.

More Land Area -> More Cities -> More Maintenance -> Higher Taxes -> Less Research

and/or

More Land Area -> More Cities -> Longer Wars -> Less Research

shh stop bursting my chance to sound "edumakated"
 
I was working on a universal modmod installer back with 2.71, but I got too busy with my other projects and CTD's in RoM to continue it. I will however, work on it again, once 2.8 is released.


- Thank you so much for your effort! Though Quibing's unit pack and the new Mega Civ Pack we will get will certainly have a tough integration process ahead... :rolleyes:
 
three playing observations, file these under "do you guys ever know how much work is entailed with these comments?" -->

  1. Salt is Mined and Not Quarried. From Wiki: "Salt is produced by evaporation of seawater or brine from other sources, such as brine wells and salt lakes, and by mining rock salt, called halite." Technically the Salt used in food, and i think this is what the Civ resource is based upon, is subterranean in its source. Yeah, someone slap me...
  2. I always find that regarding Civics, I chose at boot up the Prophets over Folklore almost every time... is Folklore wasted space for anyone else, does it need one thang more? :cool:
  3. Again this is the comments that irritate, but i know the thinking against using Natural Gas and the fact that there are in theory enough resources as is. And just like civics, eventually to get this game going Zapparra just has to pick some and move on to bigger things gamewise. :goodjob:

    Let me just spout out some of the resource thoughts perhaps just to keep the debate open. I would not mind moving this to another sticky thread labeled RESOURCES. :)

    Shrimp and Apples seem rare to me globally to have them reserved as such (this is me weighing these things against Natural Gas in terms of Earth global usage/popularity). Instead of Shrimp couldn't this resource be called Shellfish which opens up a more likely global harvest? Apples are to me like Figs, meanings where they grow they have a direct impact but outside of those areas they tend to be less a part of the diet. But calling Apples Fruit makes them more viable. Do we want such specific growing region resources? I like the notion of commercially viable (meaning traded) commodities as resources.

    To me this is a biology debate, on whether Civ should go more into the Species/Genus of resources rather than specific member within. On the flip side I understand Obsidian is a modern medical use but compared to Natural Gas it doesnt have near the global impact...

    "Potatoes are the world's fourth largest food crop, following rice, wheat, and maize" which means those four are the kings and should be most common. I would love to know the spawn percentage in the code, XML or Python, that determines the chance of a resource spawn and would be grateful to it linkage here.

    Honey could have a place in the world considering its global reach...

    Legumes could also have a place...

    Vegetables by themselves also could be included... again thinking more Genus wider.

    So in the broader wider concept of Genus resources for example instead of Lemons use Citrus, instead of Cows/Pigs which excludes Chicken/Goats for example it could just be called Meats (or Animals) and be considered all inclusive... i always wondered what this generic-making resource labeling would do? Again, i throw this out in pure conversation here... have fun with this stuff. :crazyeye:
 
hello guys, a question ...
can be added in the 2.8 finale release the European Union civilization?
leaders could be, for example:
Schuman (EU founder), Delors (Maastricht treaty compiler) or Ciampi (promoter of the single european currency)...
Capital..hmm...Bruxelles or Strasbourg and other cities, maybe Luxmbourg, Maastricht (Maastricht treaty for UE, 1992), Rome (Rome Treaty for European Community, 1957)...etc.
Unique units the EFA (eurofighter) replace Modern Fighter...
may be it interesting?
 
Shrimp and Apples seem rare to me globally to have them reserved as such (this is me weighing these things against Natural Gas in terms of Earth global usage/popularity). Instead of Shrimp couldn't this resource be called Shellfish which opens up a more likely global harvest? Apples are to me like Figs, meanings where they grow they have a direct impact but outside of those areas they tend to be less a part of the diet. But calling Apples Fruit makes them more viable. Do we want such specific growing region resources? I like the notion of commercially viable (meaning traded) commodities as resources.

If you call apples fruit what do you call other fruit with specific names? Do bananas stay bananas?
The resource system is very flawed but I'm pretty sure is limited by the engine, I think it should just more-or-less stay the same then have a complete overhaul

I would love to know the spawn percentage in the code, XML or Python, that determines the chance of a resource spawn and would be grateful to it linkage here.

Mods\Rise of Mankind\Assets\XML\Terrain

civ4bonusinfos.xml
 
Let's not have the EU as a civilisation. I'm all for a more centralised and modern Europe, but really, it's the bastard child of diplomacy and European efficiency and has no culture of its own.
 
Let's not have the EU as a civilisation. I'm all for a more centralised and modern Europe, but really, it's the bastard child of diplomacy and European efficiency and has no culture of its own.

Hear Hear! The EU isn't even a nation, it's a conglomeration of nations that somewhat support one another, formed mainly so that Europe looked more powerful when compared to Russia, China, and the US.

If someone wants to make a EU nation, go for it, but it isn't needed in the Main RoM.
 
Let's not have the EU as a civilisation. I'm all for a more centralised and modern Europe, but really, it's the bastard child of diplomacy and European efficiency and has no culture of its own.

kind of like a Confederation of States? like the USSR or maybe the American Civil War's south as the Confederated States of American, CSA? ah, lets go off on this concept like the communism debate went... :crazyeye:

i will talk Fruit... :king:
 
three playing observations, file these under "do you guys ever know how much work is entailed with these comments?" -->

  1. Salt is Mined and Not Quarried. From Wiki: "Salt is produced by evaporation of seawater or brine from other sources, such as brine wells and salt lakes, and by mining rock salt, called halite." Technically the Salt used in food, and i think this is what the Civ resource is based upon, is subterranean in its source. Yeah, someone slap me...
  2. I always find that regarding Civics, I chose at boot up the Prophets over Folklore almost every time... is Folklore wasted space for anyone else, does it need one thang more? :cool:
  3. Again this is the comments that irritate, but i know the thinking against using Natural Gas and the fact that there are in theory enough resources as is. And just like civics, eventually to get this game going Zapparra just has to pick some and move on to bigger things gamewise. :goodjob:

    Let me just spout out some of the resource thoughts perhaps just to keep the debate open. I would not mind moving this to another sticky thread labeled RESOURCES. :)

    Shrimp and Apples seem rare to me globally to have them reserved as such (this is me weighing these things against Natural Gas in terms of Earth global usage/popularity). Instead of Shrimp couldn't this resource be called Shellfish which opens up a more likely global harvest? Apples are to me like Figs, meanings where they grow they have a direct impact but outside of those areas they tend to be less a part of the diet. But calling Apples Fruit makes them more viable. Do we want such specific growing region resources? I like the notion of commercially viable (meaning traded) commodities as resources.

    To me this is a biology debate, on whether Civ should go more into the Species/Genus of resources rather than specific member within. On the flip side I understand Obsidian is a modern medical use but compared to Natural Gas it doesnt have near the global impact...

    "Potatoes are the world's fourth largest food crop, following rice, wheat, and maize" which means those four are the kings and should be most common. I would love to know the spawn percentage in the code, XML or Python, that determines the chance of a resource spawn and would be grateful to it linkage here.

    Honey could have a place in the world considering its global reach...

    Legumes could also have a place...

    Vegetables by themselves also could be included... again thinking more Genus wider.

    So in the broader wider concept of Genus resources for example instead of Lemons use Citrus, instead of Cows/Pigs which excludes Chicken/Goats for example it could just be called Meats (or Animals) and be considered all inclusive... i always wondered what this generic-making resource labeling would do? Again, i throw this out in pure conversation here... have fun with this stuff. :crazyeye:

if we have an apiary it should boost every farm in radius by 1:food: and apples too! (and some others I'm forgetting)
 
if we have an apiary it should boost every farm in radius by 1:food: and apples too! (and some others I'm forgetting)

OK i admit i had to look up apiary to find out it is a bee hive farm. if we went generic resource names there could be an application of flowering species benefiting from apiaries.
 
But the flaws aren't money based, unless I'm really missing something. :(

Abolishing prices does tend to have the effect of causing money problems, or worse...

;)

As for the Encyclopedia, if you somehow luck into a game with a strong AI, he'll tend to share techs with his vassals, so you can get some benefit from it. I can get some decent AI going by playing Advanced Start Deity then going into world-builder to give the AI some extra workers/food buildings.

Non-Advanced Start Deity tends to be Russian Roulette re: whether you get overrun before the game even gets going. Sometimes this can produce interesting games if you only lose a city or two, but often its a downward spiral.
 
OK i admit i had to look up apiary to find out it is a bee hive farm. if we went generic resource names there could be an application of flowering species benefiting from apiaries.

It's fine if you had to look it up, I meant as a building so it could do that in the BFC
 
It's fine if you had to look it up, I meant as a building so it could do that in the BFC

sorry, by generic resource names i was not referring to the resource upgrades but the resources themselves -- like instead of Lemons we call it Citrus, Shrimp is Shellfish. the resource enhancements by workers are all great and applicable. olives get olive orchards, honey farms get apiaries, corn gets farms, etc.

i was putting this forth in an attempt to make Zapparra's life a living hell of suggestions... :eek:

i also think the fact that there is such a global variety (based upon Earth) of species makes more generic names a more plausible realistic resource system. it came because someone said what about Chickens, and just got me thinking... purely speculative talk. :p
 
I don't think that's unreasonable, because often the land for a certain type of resource is the same type of land a similar resource would use. Grasslands and hills, for example, are generally where you find sheep, cows, chickens, buffalo, goats. Subtropical areas have oranges, lemons, limes, grapefruit, bananas, etc. More arid plains and hills have cattle and buffalo as well, along with a variety of irrigated vegetables that could appear once irrigation is discovered. Marshland has crayfish, fish, and alligators. Mountains tend to have very little utility, at least until modern mining is developed. Unless you're Hannibal.
 
[*]I always find that regarding Civics, I chose at boot up the Prophets over Folklore almost every time... is Folklore wasted space for anyone else, does it need one thang more?

Folklore is one of the Early Civics, which you are supposed to move away from as you become more advanced with a larger civ to run, like Tribal or Chiefdom. With that said, I run Folklore until a get a religion I plan a spreading; an Early switch to Prophets makes sense if Amun Ra is in your civ or you found and plan on running Hinduism. Other Religions can be run on State or Free Church from Folklore. Folklore is useful for cheap Monuments (needed if there is no religion in your civ) and reducing War Weariness (early warmongering, useful for destroying a neighboring civ); you will find this out with Snail games when running a Military-Tech strategy.

Honey could have a place in the world considering its global reach...

In Early Buildings, I added an Apiary building (+1 Food, +1 Health). It adds Honey as a resource (+1 Health, +1 Happiness).
 
Folklore is one of the Early Civics, which you are supposed to move away from as you become more advanced with a larger civ to run, like Tribal or Chiefdom.... In Early Buildings, I added an Apiary building (+1 Food, +1 Health). It adds Honey as a resource (+1 Health, +1 Happiness).

understood and well said. is Early Buildings a modmod? i appreciate other inputs. for example i always sprint to Stonehenge meaning Folklore is never useful on monuments; stonehenge a is a critical wonder for me otherwise i often restart, especially if i am the egyptians where the monument is so beneficial.

off topic:
the tech to wonder sprint for me is stonehenge, oracle, and then great wall. i find those three wonders open the game and once built create a comfort zone. the oracle because i can pick off one of those heavy techs, the ones over 35 turns to learn...

personally i think the great wall is probably the most rewarding of all when those pesky barbarians start harassing early expansion and when i am gaping and lose a worker along the edge of my lands... (also note game developers that when we play a 3 human team we all share the benefits of a wonder, so all three of us get the NO BARBS ALLOWED benefit of the wall making it a huge favorable thing -- i wonder what the notion of non-wonder sharing within a team would do btw).

it would be interesting to see a player poll or just some data collection from the game logs that what civics, religions, and other statistics are most common. maybe someone skips Proletariat and someone else has to have it? for me personally i dont do anything slavery cause it offends me. someone else may think this silly and go for it... i bet there are a bunch of curiosities to our play that would be neat to see a graph on some website about... like what is the least built military unit pre-industrial? what building has the shortest usefulness? which is it -- boudica or dido that makes you pause at the diplomacy screen the most? :lol:
 
sorry, by generic resource names i was not referring to the resource upgrades but the resources themselves -- like instead of Lemons we call it Citrus, Shrimp is Shellfish. the resource enhancements by workers are all great and applicable. olives get olive orchards, honey farms get apiaries, corn gets farms, etc.

i was putting this forth in an attempt to make Zapparra's life a living hell of suggestions... :eek:

i also think the fact that there is such a global variety (based upon Earth) of species makes more generic names a more plausible realistic resource system. it came because someone said what about Chickens, and just got me thinking... purely speculative talk. :p

If Shrimp is Shellfish what are Clams (and Pearls)? Then there is the crab resource :). Also do you mean corn as in old world wheat or corn as in new world maize? Infact why not just have grain and get rid of all the different ones we now have. That would free up some space for more resources. The farmer mod destroys the usefulness of having four different ones anyway.:mischief:
 
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