Theres an economy mod (not sure if Rom already has it incorporated) that livens the AI play significantly and a manage angry\unhealthiness feature that adds buttons in city screen that allows automation of those issues by city
I'm for this change. Making the AI pick better techs would definitely increase the game difficulty. (I know you already fixed some of the buildings and civics), but I would rather a strong AI that crushes the player than a weak AI. I usually play on Monarch, but the AI still gets crushed pretty easy after 500 AD.
I was researching in forums and found Wolfhanze (sp?) mod and it had two battering rams. The first one is the one I use for my Ram mod and it is identical to your Assyrian battering ram. But I found the second one, capped ram. May I suggest that you exchange that for you rcurrent Assyrian ram because the current one loooks too weak for Classical age. The capped ram looks about right for Classical age for Assyrians (of course, they are long gone by then but it is Civ4 we are talking about ).
Here is my attachment of capped ram.
i would like to toss something out despite my apprehensions about ROM getting too much added to it (perhaps why the AI as someone said plays BTS and not ROM?) about a subject that has historical value yet controversy nonetheless: crime. this could be a great modmod idea as well. i for one vote for a checklist at the beginning of game creation that would not only explain the modmods but allow checking which ones to include... and which ones to exclude.
in my humble opinion, crime is not represented in CIV. On one hand you can have an aspect of crime simply like some of the events (stolen grain) which is too inadequate. Crime could play a much larger role, such as creating a corporation of criminals [aka Mafia, Triads, Yakuza, etc.] much like Sid's Sushi... and these units/events/effects would be thwarted by jails, police state and other counter balancers.
for example Bandits are different than Barbarians which usually come from the edges of the continent and attack accordingly... whereas Bandits literally pop up in the middle of everything. and Bandits would be immune to the all too powerful Great Wall (that to me is one of the best wonders by the way -- a different subject for another post but we always rush to the Great Wall every game because it is essential). the best example of the way crime works is actually the Pirates -- especially when they harass your unguarded worker boats and offshore resources. With those pesty Pirates you have to interrupt you port city's regular building queue to make a trireme to run them off... that to me is the example of criminal units irritating a society. Its not different then lets say making a posse to run off some country side banditos?
imagine the irritation of such a unit back in your heartlands, a Highway Robber crime unit for example, that all of a sudden is destroying roads or killing workers?
there could be a correlation to unhappiness -- making a higher chance of such a unit spawning nearby the unhappy city perhaps? like Partisans of CIV3? from the wiki:
"This may occur in a society facing periods of political, economic or social turmoil or transition, such as a change of government or a period of rapid economic development, particularly if the society lacks strong and established institutions and the rule of law."
so maybe too long an anarchy could cause a higher chance of criminal units spawning? there could be a civic called Corruption that allows massive gold but adds these criminal units. ironic that Corruption is in fact a part of the history of most all civilizations!
i for one would be intrigued by the notion of resources directly attributable to crime such as poppy fields [heroine], coca [cocaine], hemp [marijuana/hash] (which exists now but is not criminalized)... history has taught us what farming, transporting, and distributing these drugs does to society.
so run with this thought for a while, the notion of crime and what it would do in CIV. thank your for your time and thinking on this.
- Horse could be added for the Butchery (and if needed food percentage lowered for 4% each, so the total of 20% remains)
Spoiler:
The animals most commonly slaughtered for food are cattle (for beef and veal), sheep (for lamb and mutton), pigs (for pork), horses (for horsemeat), goats (for chevon), and fowl, largely chickens, turkeys, and ducks, for poultry meat. (Source)
- Clam could be added for the Fisherman's Hut (and if needed food percentage lowered for 4% each, so the total of 20% remains)
- Some maintenance could be added for lighthouses (10-20%)
Spoiler:
Once widely used, the number of operational lighthouses has declined due to the expense of maintenance and replacement by modern electronic navigational aids.
In the United States, lighthouses are maintained by the United States Coast Guard (USCG). Those in England and Wales are looked after by Trinity House; in Scotland, by the Northern Lighthouse Board; and in Ireland by the Commissioners of Irish Lights. In Canada, they are managed by the Canadian Coast Guard. In Australia, lighthouses are conducted by the Australian Maritime Safety Authority.
The Soviet Union built a number of automated lighthouses powered by radioisotope thermoelectric generators in remote locations. They operated for long periods without external support with great reliability. However numerous installations deteriorated, were stolen, or vandalized. Some cannot be found due to poor record keeping.(source)
- Pearls could be added for the Jewellery (+1 happiness from pearls may not break balance)
Spoiler:
The value of the pearls in jewelry is determined by a combination of the luster, color, size, lack of surface flaw and symmetry that are appropriate for the type of pearl under consideration. Among those attributes, luster is the most important differentiator of pearl quality according to jewelers.(source)
- Banks could produce some commerce with gold and silver (maybe 5-10%, and if needed reduce the 30% gold bonus)
- Bazaar mechanics could be changed if possible to something like 5% gold, but 1% commerce from: alcohol, coffee, cotton, dye, fur, incense, ivory, olives, pealrs, silk, spices, tea, tobacco, wine, wool (So a total of 20%)
Spoiler:
A bazaar is a permanent merchandising area, marketplace, or street of shops where goods and services are exchanged or sold.
So the bigger the number of goods traded, the bigger the profit.)
- Forge mechanics could be also altered to something like 5-10 permanent production bonus, and 2-3% bonus hammers for copper, iron, obsidian and steel. (And coal could be added too:
Spoiler:
A forge typically uses bituminous coal, industrial coke or charcoal as the fuel to heat metal. The designs of these forges have varied over time, but whether the fuel is coal, coke or charcoal the basic design has remained the same.
Also coal could be moved to mining tech (insted of steam power, since:
Spoiler:
Outcrop coal was used in Britain during the Bronze Age (2000-3000 years BC), where it has been detected as forming part of the composition of funeral pyres.[3] The earliest recognized use is from the Shenyang area 4000 BC where Neolithic inhabitants had begun carving ornaments from black lignite, but it was not until the Han Dynasty (206 BC220 AD) that coal was also used for fuel.(source)
- Bakery could be modified too to represent food creation and trade, so maybe something like 1% food and 2% commerce with: apple, banana, corn, lemon, potato, rice, salt, spices, sugar, wheat (so a total of 10% food and 20% commerce) Think of breads, cakes, pizzas, etc.
The suggestions may not be too good for civs who have little resources, with these modifications one must trade his/her resources to gain more food, money.
Maybe a path to improve the way how Civ represents crime would be make units spam in cities with unhappiness and unhealth for a certain number of turns. They wouldn't be able to capture cities, only destroy roads and improvements, kill workers, scouts, merchants. This could be a easy doable modmod for some guys here.
@Desolator
Very good ideas, especially because they're based in reliable data.
@everyone
I would like to create a thread to talk about us, as persons, not simple names and avatars. Would it be proper? I would like to know how old you are, what do you do when you are not playing Civ, what is your job, how is your city and country, not too much deep stuff, you know? Amenities... Would you guys enjoy it?
I would like to create a thread to talk about us, as persons, not simple names and avatars. Would it be proper? I would like to know how old you are, what do you do when you are not playing Civ, what is your job, how is your city and country, not too much deep stuff, you know? Amenities... Would you guys enjoy it?
I love this Mod, and it is the only one I play now, but there are a couple of things I would like to see in the next release:
1) Canals. Both small canals and huge projects canals have had a tremendous historical impact. Canals made bulk transportation possible centuries before railroads.
2) Terraforming. This should be limited, and hideously expensive, but both Boston and Charleston came to be modern cities because of it.
3) Suspension Bridges. One coastal tile-spanning bridges would be a big help in the modern era.
4) Chunnels. This is also becoming more common in the world, and would be a good modern era wonder that allows future era copies.
5) Hovercraft. Modern naval amphibious craft allow invasions to land inland from the beach.
6) Helicopter assualt ships. Another modern naval unit that carries both troops and helicopters.
such awesome ideas out there and i just got on to mention the addition of an icebreaker unit to open up passage along the poles.....would have to be an ongoing thing tho not just one use maybe to be effective have the unit take 5 turns to clear a tile and the ice reform after 15 gives you a chance to use the passage but then it closes.....of course any unit in said tile at the point of closure is lost
another point a couple of us have mentioned canals and they are needed as well but i was thinking they would also need to be put in options so you can set all auto workers to not touch same as forests and leave improvements but in this case just canals
such awesome ideas out there and i just got on to mention the addition of an icebreaker unit to open up passage along the poles.....would have to be an ongoing thing tho not just one use maybe to be effective have the unit take 5 turns to clear a tile and the ice reform after 15 gives you a chance to use the passage but then it closes.....of course any unit in said tile at the point of closure is lost
If happiness is taken away from non-state temples (good idea), there should be some flavorful bonuses added to each one (get creative, maybe a +1 relations bonus for a Buddhist temple, -10% maintenance cost for Taoist, etc...) to make them worth building. Making happiness too easy just takes up too much other design space. Tying in bonuses to resource availability also increases flavor, as you well know and implement.
I'm going to put out a lot of ideas again. I know, I do this a lot, but I really like the mod, and I want to see it become as good as it possibly can.
Given that many of the religions give minor bonuses to the cities that they spread to, instead of taking the happiness away from temples, maybe you could add a +1 Unhappiness modifier per non-state religion to most of the religious civics? That way, you would still need to build the temples, spending extra hammers and turns, but instead of a net gain in happiness, you'd just be using it to offset the increased unhappiness in your cities. Having the government set aside land and funds for the temples is just a way to appease the more disgruntled members of your civ in this case. I'm not sure if this would really be an ideal treatment, just a suggestion for another way to handle the situation.
I see that Zappara's trying to limit just how powerful trade routes are, and understandably so. They provide the bulk of your commerce in 2.72. One thing that might help, and be reflective of history, is for the Paved Road 'building' to become obsolete somewhere during the Industrial Era. I'm not saying that paved roads aren't important to commerce; I'm actually saying the opposite. With the development of modern paving materials, just about every major city across the Americas, Europe, Asia, and parts of Africa all have paved roads, and they're considered essential to the modern movement of goods. Having bonuses from classical era roads made with large paving stones just doesn't make sense at that point. Two logical places for such roads to become obsolete would be either the advent of railroads (as railroads proved to be the most important way to move goods overland where rivers weren't available) or with the same tech that allows the Cement Factory (everyone has paving materials now).
Would it be possible to make Seaplanes available a little bit longer? They're only buildable for a short time (unless you postpone the techs that give access to actual Bombers), but they would still be quite useful. Maybe make them have a second upgrade path straight to Strategic Bombers? It seems units are buildable until *all* upgrade options are unlocked.
Could you make the Interceptor promotion line and the Air to Air Missiles promotion line a bit more varried? Right now, Interceptor is vastly superior (plus 30% interception chance instead of plus 20% with two promotions), even though the Missiles line has an extra requirement in it and is only available to fighter planes. Perhaps add a combat bonus against air units in addition to the interception chance?
That's it for now. The changes you've already mentioned for version 2.8 look very interesting. I can hardly wait to actually get to play it. (Well, maybe I can. I want to finish out my current 2.72 game, at least.)
If happiness is taken away from non-state temples (good idea), there should be some flavorful bonuses added to each one (get creative, maybe a +1 relations bonus for a Buddhist temple, -10% maintenance cost for Taoist, etc...) to make them worth building. Making happiness too easy just takes up too much other design space. Tying in bonuses to resource availability also increases flavor, as you well know and implement.
- Horse could be added for the Butchery (and if needed food percentage lowered for 4% each, so the total of 20% remains)
Spoiler:
The animals most commonly slaughtered for food are cattle (for beef and veal), sheep (for lamb and mutton), pigs (for pork), horses (for horsemeat), goats (for chevon), and fowl, largely chickens, turkeys, and ducks, for poultry meat. (Source)
- Clam could be added for the Fisherman's Hut (and if needed food percentage lowered for 4% each, so the total of 20% remains)
- Some maintenance could be added for lighthouses (10-20%)
Spoiler:
Once widely used, the number of operational lighthouses has declined due to the expense of maintenance and replacement by modern electronic navigational aids.
In the United States, lighthouses are maintained by the United States Coast Guard (USCG). Those in England and Wales are looked after by Trinity House; in Scotland, by the Northern Lighthouse Board; and in Ireland by the Commissioners of Irish Lights. In Canada, they are managed by the Canadian Coast Guard. In Australia, lighthouses are conducted by the Australian Maritime Safety Authority.
The Soviet Union built a number of automated lighthouses powered by radioisotope thermoelectric generators in remote locations. They operated for long periods without external support with great reliability. However numerous installations deteriorated, were stolen, or vandalized. Some cannot be found due to poor record keeping.(source)
- Pearls could be added for the Jewellery (+1 happiness from pearls may not break balance)
Spoiler:
The value of the pearls in jewelry is determined by a combination of the luster, color, size, lack of surface flaw and symmetry that are appropriate for the type of pearl under consideration. Among those attributes, luster is the most important differentiator of pearl quality according to jewelers.(source)
- Banks could produce some commerce with gold and silver (maybe 5-10%, and if needed reduce the 30% gold bonus)
- Bazaar mechanics could be changed if possible to something like 5% gold, but 1% commerce from: alcohol, coffee, cotton, dye, fur, incense, ivory, olives, pealrs, silk, spices, tea, tobacco, wine, wool (So a total of 20%)
Spoiler:
A bazaar is a permanent merchandising area, marketplace, or street of shops where goods and services are exchanged or sold.
So the bigger the number of goods traded, the bigger the profit.)
- Forge mechanics could be also altered to something like 5-10 permanent production bonus, and 2-3% bonus hammers for copper, iron, obsidian and steel. (And coal could be added too:
Spoiler:
A forge typically uses bituminous coal, industrial coke or charcoal as the fuel to heat metal. The designs of these forges have varied over time, but whether the fuel is coal, coke or charcoal the basic design has remained the same.
Also coal could be moved to mining tech (insted of steam power, since:
Spoiler:
Outcrop coal was used in Britain during the Bronze Age (2000-3000 years BC), where it has been detected as forming part of the composition of funeral pyres.[3] The earliest recognized use is from the Shenyang area 4000 BC where Neolithic inhabitants had begun carving ornaments from black lignite, but it was not until the Han Dynasty (206 BC220 AD) that coal was also used for fuel.(source)
- Bakery could be modified too to represent food creation and trade, so maybe something like 1% food and 2% commerce with: apple, banana, corn, lemon, potato, rice, salt, spices, sugar, wheat (so a total of 10% food and 20% commerce) Think of breads, cakes, pizzas, etc.
The suggestions may not be too good for civs who have little resources, with these modifications one must trade his/her resources to gain more food, money.
great suggestions! and again i want to voice support for all modmods getting an option list at the game setup screen prior to game launch... as we think and tweak more and more i wonder about the AI competencies with all of this stuff. as well as simply more control on which modmod/aspects we want to play with.
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