Why is this ModMod Not in C2C Already?

Pepper so as I asked way in the beginning of this thread. Do you have some sort of master list of all the buildings and wonders you made? I know I can look through the code but its easier if we go over them as a list. I remember when I made my hundreds of buildings I made a master read me list. I think its still in C2C under all the text docs.
 
I will get that eventually. Sorry I've been slow on this point; I have several C2C things (not to mention other things) going on at once.

The code does break down buildings by zone (land, sea, cyberspace, moon, Mars, etc.), though there are some complex interdependencies (e.g. an Earth wonder that gives bonus to space buildings) that make things complicated.
 
I ment like this ...

Spoiler :
Vacation Mod
- Amusement Park (Advaned Stats)
- Camp Grounds
- Cruse Ship Port
- Hiking Trails
- Hotel (Advaned Stats)
- Motel
- Mountain Climbing Site
- Public Beach
- Ranger Station
- Scuba Diving Site
- Spelunking Caves
- State Park
- Tourist Trap
- Travel Agency
- UNESCO Site
- Vacation Resort
- Water Park

Water Mod
- Aqueduct (Advanced Stats)
- Artesian Well (Advanced Stats)
- Bath House (Advanced Stats)
- Cistern
- Department of Water
- Desalination Plant
- Fire Airport
- Fire Hydrants
- Hand Water Pump
- Irrigation Canals (Advanced Stats)
- Reservoir
- Sewer System (Advanced Stats)
- Town Well
- Water Pipes
- Water Pumping Station
- Water Tower
- Water Treatment Plant (Advanced Stats)
- Wind Water Pump

Wonders Mod
- Aon Center
- Big Ben
- Bird's Nest Stadium
- Burj Khalifa
- CN Tower
- Eiffel Tower (Advaned Stats)
- Fort Knox
- Gateway Arch
- Kingdom Centre
- Sydney Opera House
- Transamerica Pyramid
- Trump World Tower
- Valley of the Kings
- Willis Tower
- Venus of Willendorf

(Example from the HAND mod)

Just a list of buildings, hopefully broken down into sections to see what we got.
 
I need to know who made this National Wonder; Electronic Gaming League.

It uses this set of GlobalCommerceModifiers:
Code:
<GlobalCommerceModifiers>
               <iCommerce>2</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>2</iCommerce>
           </GlobalCommerceModifiers>

To whomever made this, did you realize how powerful a GlobalCommerceModifiers is? Even at 2% it is overwhelming in the amount of Gold it generates per turn.

The GlobalCommerceModifiers needs to be changed or this NW needs removed. A standard CommerceModifier should be used instead. Otherwise it is beyond OP and destroys any attempt at game balance for Gold generation/turn in the later Eras when the treasury is never in trouble or runs a deficit.

If no one knows who made it or cares to explain it's purpose I will remove it from the Mod. It's That Bad.

EDIT: Found another one: BUILDINGCLASS_ANIMA_GAMING_LEAGUE which comes even later in the game.
Code:
<GlobalCommerceModifiers>
               <iCommerce>8</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>8</iCommerce>
           </GlobalCommerceModifiers>

These will eventually cause integer overflows. Gotta change these and any other NW or WW that does the same. Big NoNos that probably never got tested.

I know I'm being harsh to the creator but this was not thought thru.:(
 
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I think a full review of all NWs and WWs are now in order after finding these 2 "balance" Busters. Also no telling how many Regular buildings have these in them as well. Especially the Buildings added from Modern Era up thru Transcendent. Let alone the Preh thru Industrial bldgs with just too large of a regular iCommerce value for gold, science, etc.. And not enough buildings with a "-" value to offset. Example Department of Motor Vehicles has a -1% commerce value. And District Courts give a 30% reduction on Maint. Costs. Slight imbalances here, just slight. :cringe::rolleyes:
 
I need to know who made this National Wonder; Electronic Gaming League.

It uses this set of GlobalCommerceModifiers:
Code:
<GlobalCommerceModifiers>
               <iCommerce>2</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>2</iCommerce>
           </GlobalCommerceModifiers>

To whomever made this, did you realize how powerful a GlobalCommerceModifiers is? Even at 2% it is overwhelming in the amount of Gold it generates per turn.

The GlobalCommerceModifiers needs to be changed or this NW needs removed. A standard CommerceModifier should be used instead. Otherwise it is beyond OP and destroys any attempt at game balance for Gold generation/turn in the later Eras when the treasury is never in trouble or runs a deficit.

If no one knows who made it or cares to explain it's purpose I will remove it from the Mod. It's That Bad.

EDIT: Found another one: BUILDINGCLASS_ANIMA_GAMING_LEAGUE which comes even later in the game.
Code:
<GlobalCommerceModifiers>
               <iCommerce>8</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>8</iCommerce>
           </GlobalCommerceModifiers>

These will eventually cause integer overflows. Gotta change these and any other NW or WW that does the same. Big NoNos that probably never got tested.

I know I'm being harsh to the creator but this was not thought thru.:(
I don't know who created the buildings but I'm sure most of these late game buildings have never been able to get much testing until now so I'm not going to be too concerned about playing a blame game.

However, this is important to discuss.

From what I believe I understand, a 2% gold Global Commerce Modifier will be equivalent to a building built in every city with a 2% gold modifier. So given that, it's easy to see why a modder might not think of 2% Global as being overwhelming - especially on a National Wonder, which would be the minimum requirement, I would think, for the use of a global tag such as this.

And maybe, despite the breakdowns we're given here, it might not be all that overwhelming in comparison to some of the more restrained NON-wonder buildings - it just stands out as such because the total it is creating is given in the gold advisor, where I have to wonder if it's being accurate too.

But let's assume it IS accurate, then it says much more about what some smaller buildings may be doing to the balance as well.

Also, the concept of the tag seems appropriate, and whoever put this in certainly was trying to show some restraint to only say 2%. I'm wondering if the tag itself is programmed incorrectly and that 2% is actually making for a 20% or 200% adjustment.

The other thing I have to think here is, given the idea of the National Wonder, the concept of it, the tag used seems appropriate and a local modifier alone wouldn't really quite make as much sense. So if everything is being completely accurate, not only does this mean we should be looking at a lot more than National Wonders with such restrained global modifiers but also buildings that can be constructed everywhere with far less restrained modifiers that will ultimately add up to a MUCH more impressive result, but perhaps we should consider reprogramming the tag so that a 2 equals not 2% but perhaps .2% or even .02% so that we CAN use this sort of national modifier thinking but do so with the amount of restraint that will be necessary to make for some game balance.

One thing that's going to make things difficult here that we should be giving some consideration to now, we have building chains and upgrade chains where each building needs to be better than the last but as we get into the superfuture, we start feeling like we need to pull BACK on modifiers, actually reducing them so as to keep them from being overwhelming. In the Medieval, +25% Commerce Modifier from a Bank sounds reasonable. In the transhuman age, +25% anything in every city is going to mean a LOT, LOT, LOT, particularly if it is a commerce (yields don't tally into national amounts so they are more forgiving on this.) That bank everywhere equates to 12.5 times as much as a 2% Global Commerce Modifier. Yet if you wanted to make an upgrade to the Bank, you wouldn't want to REDUCE the % modifier would you? And if you reduce the Bank's % modifier to give more room for a later increase, you just end up making the Bank less valuable than it's intended to be at that stage of the game.

See what I mean by a counterintuitive issue and a problem we need a strategy to address game-wide?

I'm NOT saying nor suggesting at all that we need to make everything a matter of straight +/- amounts here. Just pointing out that there is a very clear counter-intuitive aspect to modifier progressions. Modifiers (% adjustments) don't mean much in the early part of the game but start meaning too much in the later end. So we need to think very carefully when we're using them and in some cases it might make more sense to use the new perpopulation tags to create a scaling effect by the size of the city rather than scaling directly to the size of the economy.

Just lots of food for thought. It's all open for discussion of course. I suppose we should itemize the ways we can think to address these things.

Have you read some of the comments I made on modifier and change and per population tags in the Outbreaks and Afflictions thread? There's more food for thought there too.
 
I think a full review of all NWs and WWs are now in order after finding these 2 "balance" Busters. Also no telling how many Regular buildings have these in them as well. Especially the Buildings added from Modern Era up thru Transcendent. Let alone the Preh thru Industrial bldgs with just too large of a regular iCommerce value for gold, science, etc.. And not enough buildings with a "-" value to offset. Example Department of Motor Vehicles has a -1% commerce value. And District Courts give a 30% reduction on Maint. Costs. Slight imbalances here, just slight. :cringe::rolleyes:
Aside from taking into account what I discussed above, I completely agree that nearly every building needs review. I'm currently now moving into the cost review on buildings but a stat review is needed too... bigtime.

It needs spreadsheeting that shows building upgrades, obsoletion points, and then allows us to see the major contributors to +/-, +%/-% to all yields and commerces (and more... for example defensive value progressions as well.) We've been having B.I.B. setting us up for this and as I go with a cost analysis sheet, I'm also updating that central document. I would urge you to do the same if you're going to dive into this sort of review on a particular selection of building statistics, like commerces, yields, etc... Seeing it in this format gives an amazing capacity for getting a grasp on what is and what is not a rational numeric assignment for a building. (I mean... for a perfect example of a terribly out of whack modifier on a building, take a quick look at the stats on the Artists Colony!) Yeah... this stuff is the heart of our biggest issues right now. And the coolest thing is, once you get this kind of view on things, you start seeing where we need MORE buildings to fill gaps and create useful granularity of progression. THIS is how we will get a balanced early-mid-late game. If we can get help with this, the more the merrier... there are SO many buildings!!!!
 
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>

I need a clear picture of what this set on commerce modifiers does. Most of the time you see only the Culture set to 1000 which in game says the after 1000 turns the original culture commerce value doubles. I hope this means the same if the Gold or Science or Espionage has this 1000 (or any other value) is just dealing in number of turns before double the regular commerce value. So set me straight if I have it wrong.

I don't know who created the buildings but I'm sure most of these late game buildings have never been able to get much testing until now so I'm not going to be too concerned about playing a blame game.

Not trying to do a blame game but would like an explanation of what the thought process was in setting it up this way.

From what I believe I understand, a 2% gold Global Commerce Modifier will be equivalent to a building built in every city with a 2% gold modifier.
Does not seem to be that straight forward. But is more in line with taking the Total Commerce made for that Empire and then multiplying it by 1.02. Which would seem to work somewhat similar to your example.

In the Screenshot of SO's game were I pointed out this NW and it's staggering addition there are 24 banks that only give a total of 640+ gold vs this 1 NW. And yes it is a cumulative effect we are seeing. If I could see the whole list I could figure out what the NW's Global 2% is in relation to all other Regular commerce additions. But with SO's treasury at 36 Million a 2% increase to this total number is The largest addition at this point in the game. Now if the author had just used a regular commerce even at 200% the total would not be anywhere near as large. (I'll do some testing using SO's game to see what the difference is).

And when his game gets to the point of the Next NW that uses this Global Anima Gaming the values is 8% 4x what this electronic gaming gives.

So with a additional 4x of this 336,336 Gold/turn how long before we have a CTD from integer overflow? And this Anima comes not to far in the future from this Electronic NW.

One more thing I'm also noting, later game we have buildings (all kinds but especially these NW and WWs) that give -50 and -100 MaintModifiers. Effectively wiping out maint. Costs. Did you notice that SO's Maint costs were paltry compared to his income, barely 42K. And that was after I had made enough changes to Civics Maint Modifier to increase City Maint by 15% in the build up to get into the Information Era.

So what would you deem a reasonable income and Maint cost to be in the late eras? Should the Gold/turn at 100% Research for even the Industrial era be a +1000 gold/turn? Too little or too much? Should it not rather be 1000 gold/turn at 50% Research slider? Or 30% research slider? And should not the player need to be putting some capital into Culture and Esp as well? These have become non factors after only a short time game wise into the game play. How do we keep them relevant longer? Should they ever Not be relevant? Only time they are really of only a small consequence, from not using them, should only be in the Preh era.

I know you don't like +/- gold or commerce or anything usage, but the % usage for modifiers is out of control. And really needs some serious restrictions on when and where it should be used. And you alluded to this in your
See what I mean by a counterintuitive issue and a problem we need a strategy to address game-wide?
statement.

And the coolest thing is, once you get this kind of view on things, you start seeing where we need MORE buildings to fill gaps and create useful granularity of progression. THIS is how we will get a balanced early-mid-late game.
Not sure I can agree with the "need for more buldings" though. A selective pruning is needed much more desperately imho. ( The complaint over the sheer number of Factories is an example). The mod will not survive "pixel" sized granularity. There must be a pulling back as we get into the later eras. And actually the pulling back needs to start by the Med and no later than the Ren Eras. This would give more credence to a "useful granularity of progression". Making each building more important and not just another exercise in making multiple choices for the way to having too much of everything. Having want is a good thing. Moreso for this mod's health, again imho.

We've been having B.I.B. setting us up for this and as I go with a cost analysis sheet, I'm also updating that central document. I would urge you to do the same if you're going to dive into this sort of review on a particular selection of building statistics, like commerces, yields, etc...

From what I've seen (if I've looked at the right document) it's too hard for me to read. And I do not own a version of Exel that is newer than a 2001 version updated by windows to a 2007 limited version. Nor can I afford to get a newer version either. My S.S. check each month was reduced by $130 just for Medicaid this year after a $4 raise! :mad:

But I'll try to look at it again If I can get a readable copy.
 
Does not seem to be that straight forward. But is more in line with taking the Total Commerce made for that Empire and then multiplying it by 1.02. Which would seem to work somewhat similar to your example.

In the Screenshot of SO's game were I pointed out this NW and it's staggering addition there are 24 banks that only give a total of 640+ gold vs this 1 NW. And yes it is a cumulative effect we are seeing.
Hmm... so the banks and other local modifiers are taking place then whatever other playerwide adjustments THEN this global modifier applying to the total. Starts to make sense how it makes that much a difference. It's 2% of end total, not an additional 2% modifier in all cities.

One more thing I'm also noting, later game we have buildings (all kinds but especially these NW and WWs) that give -50 and -100 MaintModifiers. Effectively wiping out maint. Costs. Did you notice that SO's Maint costs were paltry compared to his income, barely 42K. And that was after I had made enough changes to Civics Maint Modifier to increase City Maint by 15% in the build up to get into the Information Era.
Yeah those need to be brought under control as well!

So what would you deem a reasonable income and Maint cost to be in the late eras? Should the Gold/turn at 100% Research for even the Industrial era be a +1000 gold/turn? Too little or too much? Should it not rather be 1000 gold/turn at 50% Research slider? Or 30% research slider?
That's very difficult to answer. Obviously, making it possible to go 100% research the whole time is not what we want and the more buildings and such we have with the more cities that are in play, the harder this gets. Cutting off all ability to upgrade your units isn't good either, nor is it good to put us into nearly unavoidable strike scenarios. So it's not something you can easily answer with numeric examples because it's hard to say how much a 5% shift on the slider is going to ultimately represent. It's all relative. I think we agree on this (and most things really.)

And should not the player need to be putting some capital into Culture and Esp as well? These have become non factors after only a short time game wise into the game play. How do we keep them relevant longer? Should they ever Not be relevant? Only time they are really of only a small consequence, from not using them, should only be in the Preh era.
Obviously the motivation to let off the research slider for gold is easily enough to motivate by making gold more useful and harder to be able to meet it's needs.

The motivation for espionage is a tough one. I don't think we will be able to effectively motivate this until we can make the espionage side of the game more powerful than ever, and find ways to make it easier for the AI to get lots of espionage than it is for the player (one method I'm trying for that is my latest building selections that many players would probably prefer not to use if they can avoid it.)

As for culture, when I get my traits in, it may well be a lot more important to drive culture for trait selection purposes. However, one thing we abandoned in this mod that we should NEVER have let go of and that we really need to bring back is the use of the tag that gives happiness per x% on the slider. This was always necessary to address huge happiness deficits that come from extended wars and over-spreading your empire on city limits and crimes and other reasons for big national happiness problems. It was classically used on theaters and such and still, imo, should be used on any 'potential' receivers of state subsidies for the purpose of plugging out propaganda and mind-numbing entertainment. The classic theater is only one example.

This would give us back the strategy of shifting to culture on the slider when you have major unhappiness crises across the nation.

I know you don't like +/- gold or commerce or anything usage, but the % usage for modifiers is out of control. And really needs some serious restrictions on when and where it should be used.
Don't get me wrong. I don't stand against normal base +/- commerces and yields. I just believe that if you think about the REASON the building is helping society, what it's bringing to the table is sometimes best represented as a % and sometimes best represented as a base and sometimes still best represented as a base per population.

THAT SAID, I completely agree that we currently are not balanced in our approach to modifiers (+%/-%). However, a building, like a Bank, for example, or a University, or a Library, these kinds of buildings are buildings that would introduce a modifier to the overall result of the local economy. Why? Let's take a look at the Bank for a moment. The Bank enables businesses to take debt so as to hit the accelerator on projects where the owners have found a way to make $ but an investment is needed to get it going, and to even get the funding to get started as a business at all. AKA, it 'facilitates' the economy to become so much more than it would otherwise have been. Banks, conversely, never actually CREATE new wealth in the economy (well... maybe that's arguable these days with the complex investment banking methods we now have.) So as a 'facilitator' for the community, it generates a % modifier... the stronger the local economy, the stronger the bank will make it. The weaker the local economy, the less the bank will have an effect.

So I would stand against saying the Bank should instead give a +/- flat amount (change), which I would relegate to all the buildings that represent trading in progress, like shops and such.

To truly control the whole picture, we can't let the Changes get any further out of hand than we can let the Modifiers get out of hand. One works with the other to make the overload.

Some attempts to model a building's ability to scale its impact are currently being shown as a % modifier when it should instead be a very moderate use of the x per population tag. These tags can go as low as 1 which would be a .1 per population (1 per 10 population). This may seem like it can get to a lot if you're talking a 300 population lategame city, but compare that to even 1% modifier when you have a 6000 base gold output in the city (comes up as twice as much.)

The point being that all have their time and place and when we work with % modifiers, we should be very careful because if that's part of an upgrade chain, the next ones are going to want to be higher and that gets into creating a runaway quite easily. AKA, an improved Bank maybe shouldn't improve ALL that much on the % gold modifier or it's quickly going to be an issue.


Not sure I can agree with the "need for more buldings" though. A selective pruning is needed much more desperately imho. ( The complaint over the sheer number of Factories is an example). The mod will not survive "pixel" sized granularity.
I find the needs reveal themselves. You may see what I mean. After a while, a hut building should probably be more modernized, for example. Perhaps one way we can help with balancing the lategame is to think about how global the impact of a given business starts getting, beyond local, in fact, then obsoleting the local ones. I might try to reprogram that global tag so that it adds the global modifier in as one of the many local modifiers in each city rather than an end modifier as it is now, making it too powerful. If we WANT an end modifier, it should be measured in decimals of % points rather than full % pts obviously.

Anyhow, some buildings may become obvious as redundant as well.

There must be a pulling back as we get into the later eras. And actually the pulling back needs to start by the Med and no later than the Ren Eras. This would give more credence to a "useful granularity of progression". Making each building more important and not just another exercise in making multiple choices for the way to having too much of everything. Having want is a good thing. Moreso for this mod's health, again imho.
In THIS case, how do you define 'pulling back'? Is this just to the number of buildings? I'm sure we can start seeing more consolidation of buildings, yes. And that's what I mean... we'll see the need for new buildings and new approaches if we chart things out. It's not just about adding more, particularly not just for the hell of it.

One thing I can say we need more of late-game, is training buildings. For specific unit types. Anyhow, like I said, it all makes itself obvious what the needs are so there's no need to quibble about that side of things atm.

From what I've seen (if I've looked at the right document) it's too hard for me to read. And I do not own a version of Exel that is newer than a 2001 version updated by windows to a 2007 limited version. Nor can I afford to get a newer version either. My S.S. check each month was reduced by $130 just for Medicaid this year after a $4 raise! :mad:

But I'll try to look at it again If I can get a readable copy.
Hell... use 2001 then. Exell 2001 isn't that bad a program. I can share some of my documents with you through Exell and if 2001 is what you can use, I can save it in a compatible format. As for documents online, I sometimes have to grow the document to see it properly. Hold down CTRL and hit + or - (or hold down CTRL and roll the middle mouse button) to adjust the zoom level... I've gotta do that alot now that my eyes aren't what they used to be.

You can always add new columns where you need them too.

The document we're currently using as a core doc is:https://docs.google.com/spreadsheets/d/1blJHi8tOxd51JomARwPWBo3PyfOEOyeI0xDjvv-J75c/edit#gid=0

That's one side of what I'm working on with BIB. The other side of the document that is going to give me a view on the progression of buildings throughout the tech tree, is in the zipped document, which is also a test to see if your version of Excell can open it - should be able to.

If you would be willing to work on this together (not necessarily on the same costing project but on using the document to chart out other stats as well) then we can always put it on the SVN and update and commit so as to keep both sides of our work from interrupting the other while keeping the evals all in one place. Alternatively, you can just use this as a template of how to start breaking things down into a useful evaluation.


As an aside, I'm sorry that medical expenses is part of what's getting in the way of having a better quality of life. That's a real problem we have here in this country.

Oh... also, the thinking behind the use of that tag is pretty obvious imo. It's obsoleting all those individual local colloseums and such and giving everyone everywhere access to basically 'being there' through VR space. So where the building is is basically irrelevant... the economic stimulus from sports activities is being spread out everywhere equally. I'll have to look at how we can best reprogram the tag so it doesn't overwhelm as it currently does.



EDIT: Actually, the file format I saved that in doesn't work... it can't handle the document size. We'd have to work with .csv or something. Well that just messed up 2 nights of work since I saved it in that format and didn't save it in the more modern one and it wiped out half the document to do it... ugh... ooops.
 

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Pretty sure that building came up in the great TH Era layout, where Mr Azure, Hydro and myself designed and implented tons of buildings. As all three of us aren't really around anymore, I'd say feel free to change it (rather than taking it out!). Is a 2% in all city modifier really THAT big of a problem? We have LOTS of buildings that give you "+1% gold with resource X". IMO, these buildings are way way worse, given how easy it is to get your hands on resources. In this context (look at Applience Store for example), I think 2% gold in all cities is an ok thing to have.

The main reason these +1% gold with resource X buildings exisist is that while you can have a flat +1 Yield with resource X, you can only have a percent modifier with commerces. However, IIRC this CAN be done via the Expression system, so we should consider converting all (or most) of these +1% gold with resource X to a flat +1 gold while you work on building recalibration anyways (I know, huge change to economie :/ But I feel quite a necessary one)

Very nice to see you try to increase maintenance in later stages of the game, Joe! My personal opinion on that is, that a nation with a "normal amount" (whatever that is) of gold buildings should be able to run +/- 0 gold at 50-75% research rate (so 25-50% taxes). That would make the slider actually usefull again. And given how many building options you have, I can see that if you really push the limit, you can still reach a 100% research rate.
 
Very nice to see you try to increase maintenance in later stages of the game, Joe! My personal opinion on that is, that a nation with a "normal amount" (whatever that is) of gold buildings should be able to run +/- 0 gold at 50-75% research rate (so 25-50% taxes). That would make the slider actually usefull again. And given how many building options you have, I can see that if you really push the limit, you can still reach a 100% research rate.
Maybe we need another factor to enhance these percentages too... something automatic like an era adjustment.


Nice to see you Mouse! I've been thinking about you today. The territory we are moving into could use your help for real. Any chance your modding bandwidth may be opening up some? I know I'm really wanting to get the Power Property going here and AIAndy just suggested a way to go about it I had not considered that may be a perfect solution. But it's going to take a lot of work on buildings and if I recall, that was something you were looking at back then and had begun to do some evaluating on.

Anyhow, suffice it to say I think the team could use your help!
 
Thanks for raising the commerce modifier issue. I didn't add these particular buildings (Electronic Gaming League, etc.) but I did add a few similar ones that I will modify.
 
Electricity sounds very interesting and I'm happy to give my imput on this anytime. That for sure.

As for modding again, I don't want to make promises. I haven't even played Civ for ages now, thus working on C2C seems weird. Let me try to play a game of it (I got some time next week) and then maybe I'm ok with doing a little bit of modding here. No promises though :/
 
Electricity sounds very interesting and I'm happy to give my imput on this anytime. That for sure.

As for modding again, I don't want to make promises. I haven't even played Civ for ages now, thus working on C2C seems weird. Let me try to play a game of it (I got some time next week) and then maybe I'm ok with doing a little bit of modding here. No promises though :/
It'd be sweet to be workin' with ya again! You've been a huge help and a great analyst in the past.
 
Has anyone started a new game with the recent changes that T-brd did to units and I've done to Civics and maint. costs? Still much more to do here and easy to get started down another path as the "need to" is revealed.

Example I really want to go thru the NW's and WWs and modify how much they give Or take away dependent upon the Era introduced. Civic adjustments are also needing this as well. I started it already but have not went completely thru any category.

On the Civic note we do have 2 Maint modifiers that rarely get used:
<iHomeAreaMaintenanceModifier>0</iHomeAreaMaintenanceModifier>
<iOtherAreaMaintenanceModifier>0</iOtherAreaMaintenanceModifier>
We have the occasional Civc that will use the OtherArea modifier as it pertains to "colonies" on a different land mass. But the HomeArea has been basically neglected. I've started to add some of this one to the mix for early Civics. It seems to be a powerful tool that has been laid aside and forgotten.

The old standbys Dist to Palace and Number of Cities, while necessary to reduce somewhat in the 1st Civics of the game to protect the AI, have gone "negative" as the Civics progress thru the eras and have made Maint by these 2 become stunted and misused in their need to be used. Can not let a Civic have a -50 Num Cities value or a -100 by Dist to Pal. In fact a -value in either one should be very, very rare. But yet by Medieval and Ren we were seeing such reductions. No Gov't Civic should ever have a - value for these 2, ever. There is always a "cost" for governing.

As for the Electronics and Anima Gaming Leagues, since I have 2 savegames from players that have reached the "new" eras I will change the iGlobalCommerceModifier to a "regular" iCommerceModifier and see what value it should have to give a reasonable "profit" from. But I will not let it give hundreds of thousands in Gold and commerce as they now do.

@T-brd, Toffer,
At what level/amount will our Treasury balance "go negative" and roll over? Can a game sustain a treasury of 100 Million? or 1,000 Million? And of course why would we ever want anyone to get that high. Didn't Cainstar recently break it in one of his games?
 
Unfortunately no, Joe. I am interested but I am in the middle of other stuff/games.
 
As for the Electronics and Anima Gaming Leagues, since I have 2 savegames from players that have reached the "new" eras I will change the iGlobalCommerceModifier to a "regular" iCommerceModifier and see what value it should have to give a reasonable "profit" from. But I will not let it give hundreds of thousands in Gold and commerce as they now do.

Seems I found a decimal point in that screenshot after getting my Big Magnify Glass out to look at the overrunning numbers a bit harder. I ran several turns using the plain iCommerceModifier at different levels. at a setting of 5% the gold was 54.xx. at 10% it was 217 217 but again I could not see the decimal without extra aid, my BMG (4" in circumference and 3/4" thick) I forgot it exact magnification level but it was enough. :P

So both these Gaming Leagues are still Big money makers but Not as big as 1st "glance". :rolleyes::cringe:
 
Seems I found a decimal point in that screenshot after getting my Big Magnify Glass out to look at the overrunning numbers a bit harder. I ran several turns using the plain iCommerceModifier at different levels. at a setting of 5% the gold was 54.xx. at 10% it was 217 217 but again I could not see the decimal without extra aid, my BMG (4" in circumference and 3/4" thick) I forgot it exact magnification level but it was enough. :p

So both these Gaming Leagues are still Big money makers but Not as big as 1st "glance". :rolleyes::cringe:
Does this mean that the figures should be displayed in integers only? Or only to one decimal place? Or that the font needs to change to something that lets you see the decimal point?
 
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