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[Mod] NORMAL game pace: SLOWER TECH but more normal unit building! (Other fixes too)

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  • Adds 35% cost to all techs to slow those down a bit.
    Adds 35% to the game length too; I made it proportional. So it's about 560 turns not 430.

    Units are built at 90% cost.
    What would I have to do to get just these three changes?

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    • Early UU's have always seemed a little more beneficial IMO to later ones. I've noticed no new skewing in their favor though.

      Also, the price balancing I've mentioned above is NOT in the release avaialble in the first post. This evening I'll post the latest version v0.8 with the latest changes. There aren't too many changes, but the few that I've made have made the game more fun for me. (Also I fixed the missionary bug I neglected to fix for the last version).

      Warning though: v0.8 most likely will NOT be compaitble with v0.7 games.

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      • Originally posted by Tennyson
        What would I have to do to get just these three changes?
        Closest thing would be:
        Use JUST the gamespeed.xml in the mod. Don't install any of the other files.

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        • So you're thinking on huge warrior/archer armies early on.. quantity over quality?
          ~I like eggs.~

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          • Actually warrior and scouts are NOT decreased in price. And archer is a little less so than the others, then things at -5 as I said. The goal is to see a bit more army population in the classical age.

            I do NOT want warrior/archer rushes.

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            • Dearmad:

              Would it be at all possible to consider incorporating some of the ideas appearing in Alms66's thread located at http://apolyton.net/forums/showthrea...hreadid=143259 into your excellent mod?

              Indeed, you have previously stated that you would like to prolong the earlier ages. This might be an excellent way of achieving this end. Maybe a more even distribution of years BETWEEN each turn might "do the trick". The huge gaps between the Ancient and Medieval era turns (compared to the much shorter length in the Modern era) imho lead to this unfortunate compacting of time.

              [Btw: I happen to be a great fan of Ancient and Medieval period games. ].

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              • Dearmad:

                Your idea of decreasing unit costs is great one indeed! I hope I'll finally be able to battle hoplite style wars. So far I didn't build a single spearman in any of my games, simply because I never needed military units in early periods as everybody was busy with buildings and cities. I believe there should be a beginning period of settlement, followed by a period of build up, expansion, additional exploration and war.
                Your idea of decreased cost of these units could be combined with son of moose's of more even distribution of years between each turn, so we would finally get to play in something as early greek, persian, sumerian,... world.

                BTW... I believe it would be somehow good idea to lower the cost of all starting/basic techs such as agriculture, wheel, mining, animal husb., writing, maybe even masonry and misticism. Every great civilization knew all these by at least 1500 BC, so far it is impossible to achieve that in any of Civ IV epic games. Later techs. should cost more, the gap would offer some interesting classical era play. It is kind of funny situation, when (with prolonged play) you need 20 turns for every basic tech. adn you end up just waiting for these turns to go by, not doing anything. Wouldn't it be better if these starting techs went by quicker while more sophisticated would truly take some time but in which you woould be able/forced to really develop your cities and army in some sort of classical era?
                In addition, some buildings, that are mainly build in early periods, should be cheaper too, for instance Granary and Lighthouse, along with early wonders (pyramids and stonehenge). So far you are considered lucky if you build Pyramids as early as in 1000 BC (great Pyramid was built in 2600 BC).

                To summarize, your mod gives a pretty good chance to play quite extensive periods of medieval, renaissance and all latter eras. But there really isn't any notable play in early and classical era. I think that with sligtly cheaper units (immortals, chariots, spearmen, maybe even axemen), slightly cheaper basic buildings and starting wonders, cheaper basic techs and more expensive "transition" techs (iron working), players would finally get some time, when their cities would build all neccessary (and known) buildings, they would be fairly developed so there would be some time to build actuall units and go to war.
                Last edited by Quin007; November 16, 2005, 03:07.

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                • Quin007:

                  I wholeheartedly endorse your comments which are most eloquently stated.

                  Dearmad:

                  A further suggestion:

                  While I fully realise that this suggestion may not be everyone's "cup of tea" , I was wondering (if it is not too much additional work for you) whether you might be able to develop a second (and even more expansive) version of your current mod.

                  Perhaps you could call it "Super Epic" (or something to that effect) where there would (as earlier suggested) be far more of an emphasis on the Ancient (Classical) and Medieval eras. From reading this thread, your current mod permits just over 700 turns until the regular (default) cut-off date. How about doubling (or even tripling) this number of turns in order to emphasize the abovementioned eras?

                  Remember that these two eras have occupied a substantially longer period of human history than the subsequent eras that all Civ games emphasise. Sure the "modern" eras do seemingly have more technological developments but is it really appropriate for Firaxis to have so unduly increased their influence in the game?

                  I would be most interested in hearing other people's opinions in this regard. I would also like to hear whether there are many prople who are also keen to play a few Super Epic scenarios rather than a host of the considerably shorter (regular epic) scenarios.

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                  • Using this mod I'm playing a game on normal speed, normal size central lake map, and I've had ancient wars using my phalanx to keep the pesky chinese and indians from my lands. (i'm playing with aggressive AI and MAN are they grumpy)

                    I was able to hold the indans off while I conquered a chinese city and made peace, then turned to india, they now had longbowmen, but my veteran city raider swordsmen and a few suicide catapults cleaned them out. unfortunately I invented metalworking and started building forges so my momentum stopped. so the war ground to a halt, my phalanx kept his war elephants at bay and when I started crashing against his gates, china declared war on me again so now I'm fighting a 2-front war again. I have some medieval units and mostly ancient. India has some medieval units, some ancient and china has mostly ancient. it is 700 AD.

                    I've been able to play 2 long protracted wars in the ancient era before medieval units started popping up and they started showing up at approximately the right time. and even so, they arent that strong so I can still take them if I sacrifice a little. Glory to Greece!

                    theres one issue though. When I started the game I named myself Alexander. When I reloaded I got the computer name or whatever... is this supposed to happen? I'm playing a custom game.
                    Diplogamer formerly known as LzPrst

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                    • If you want early wars, why not make +1 happy face in your capital city for being at war in one of the default civics? I'm sure there's a number of logical reasons why this could occur
                      ~I like eggs.~

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                      • You have a point Ghen. Nothing unites a people more than a common enemy. People (particularly peasants) might not always be happier, but they are prepared to earn less and work more, particularly if their homes are threatened.
                        The Roman Kings scenario is now ready for play: http://apolyton.net/forums/showthrea...tin.com/forum/

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                        • I just wanted to throw my thanks out there to the author of this thread as well. This mod is definitely going to be played by me as soon as I get a chance to finish the current game I'm playing. There just aren't enough hours in the day for both life and Civ4!

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                          • I'll be posting the next version this weekend. Saturday I think; longer Epic, a few bug fixes, and the other stuff I've mentioned above.

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                            • If you can shoot me a 'pre' version, I can check and see if there's any conflict on my end with the Tradeables mod. You can email me at bhruic'at'gmail.com

                              Bh

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                              • I'll do that. Thanks.

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