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

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  • v0.7 coming up soon.

    Added back in the FAITH mod as the changes to v1.1 of that work well IMO. I still want to see FREE RELIGION mean no more collecting of church tithes, but I don't see how to implement that...

    Fixed mixup on religion spread factors.

    I resorted to adding some cost directly to the later technologies- they just come too fast no matter what. So they cost about 13% more beginning about the late industrial era. Some more than others, some less.

    Reworked techs around flight, rocketry, artillery, combustion...

    Will post in an hour or so.

    Comment


    • Would it be possible to get the .7 version with all the fixes w/out the religion mod as a downloadable option. I kinda like how religion works and would not like to change that part of the game if possible.

      Thanks

      Comment


      • What exactly don't you like about the FAITH mod? All it basically does it make it so you can't spam temples in your cities... something the AI doesn't do so much either- makes the game more fair vs. ai.

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        • v0.7 is up now. The original post has the readme. Not organized well yet, but I'll get to that soon.

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          • Dearmad,

            While I might be reading what the faith mod does wrong, it seems to say that you can only build the state religion buildings in your city even if that city has other religions represented.

            I dont like that since in any real city you have many religious centres devoted to various religions and they all get money from their parrishioners.

            Im not sure thats what the faith mod does. perhaps it just removes the economic aspect...but from reading it seems to suggest a complete ban on the buildings.

            I think even if you have a state religion, you should be allowed to build religious centres for those who choose other religions.

            Comment


            • Well I guess you could look at real life.

              In Afghanistan, when the Taliban were running the show they didn't allow Churches and Jewish Synogogues

              Also Iran being a Islamic Republic, do they allow Christian Churches? If they do then I guess it could go either way then. I guess would just need to research history and see where a country has a state religion if they tolerated other religions and if more allow it than not then you should allow it in the faith mod.

              Comment


              • Originally posted by Melloj
                Would it be possible to get the .7 version with all the fixes w/out the religion mod as a downloadable option. I kinda like how religion works and would not like to change that part of the game if possible.

                Thanks
                I would like to second the motion of a version of Dearmad's mod without the faith mod be released...

                Do we have a third to carry the motion?

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                • HOW U DO THIS?

                  HELLO TO ALL,

                  my name is george 29,greek.i have acquired the civiv and considered it better than civ 3.Problem is that i consider non reasonable the fact of some technologies.for example,i agree that uranium should be revealed when fission is discovered not in physics!
                  therefore i agree with your mod,but i want to ask a question:how can i create my own mod?
                  to change technologies,and units or resourses revealed by them?
                  in civ 3 i have the editor that helps me to make changes everywhere i wanted.can i do the same here?
                  for example,i want ironclad to be constructed when steam power is discovered and nothing else.how can i do this?PLEASE HELP ME!!!
                  Last edited by aracuan_76; November 9, 2005, 06:35.

                  Comment


                  • Originally posted by pengoz
                    I guess would just need to research history and see where a country has a state religion if they tolerated other religions and if more allow it than not then you should allow it in the faith mod.
                    Yes, monotheistic religions tend to be a lot less accepting of other religions. However modern Islam in many of the Islamic states in the Middle East tends to be an extreme form. In the middle ages in places like southern Spain and even in the middle east, Islamic nations were considered bastions of science and allowed conquered peoples to practice their own religions. Christian nations were much more extreme and didnt allow any other religion (ironic isnt it)

                    So while its true that there are many examples where state religions preclude others, there are also many examples where they dont. Secondly, polytheistic religions tended to be more open, such a buddhism. Until a mod more accurately reflects that, if it is even possible, I would prefere the status quo over a blanket change to the other side of the extreme.

                    Again this is only *my* preference. I can certainly see how others would prefer the current mod.

                    Comment


                    • I've enjoyed your mod greatly and i appreciate your efforts. I have, however, forced to agree with those who'd rather see your mod not include the faith mod (as it is now). A few points, relevant to the way i've been playing:

                      - Free Religion is already a hard choice for me because i lose +125% greap ppl rate of pacifism. Losing all religious development seems a tough setback.
                      - Limiting religious buildings to your official faith seems more adequate for theocracy, rather than apply to the whole game.
                      - Often times I'll conquer some remote faraway place because i just discovered it has oil or uranium or something like that. Those people will usually have a different religion, and i can't see why I shouldn't be able to exploit their fairytales to expand the city borders. Religious buildings usually provide culture and happyness, just the thing you need in some faraway city full of "corruption" that's still half-revolting to get back to their former owners and is at zero culture.

                      Comment


                      • I too think faith limitations shouldn't apply to free religion civic

                        Otherwise I really enjoy playing your mod, I had a great game on Epic, where there were two huge continets and after I got caravels and discovered the second I could ony sent missionaries and explorers to it (since galleys come after a while), it felt very realistic.

                        Is it possible that you prolong the game even further? So that epic games would take, say, 900 turns and be truly epic?

                        On a side note, I was thinking of adding different bonuses to temples. It might be sort of discriminating, but it would be fun that jewish temples would bring +1 gold, christian + culture, taoist + sanitation,...

                        Comment


                        • Well different people are bound to have different preferances i guess!

                          Why don't you modify your mod with the faith mod being as an optional choice in the archive? That should appease everyone it seems! hehe

                          Congratulations once again on a job well done!
                          Fly, on your way, like an eagle.. Fly as high as the sun..

                          Comment


                          • Would you consider adding the "Real Fort" improvement mod?

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                            • I would also consider using the following values for the GlobalDefines.xml file. They seem to work well (for me at least):
                              STARTING_DISTANCE_PERCENT 20
                              MIN_CIV_STARTING_DISTANCE 20
                              MAX_DISTANCE_CITY_MAINTENANCE 35
                              Last edited by SpartanLord; November 9, 2005, 16:25.

                              Comment


                              • EVERYONE:
                                Ok, the faith mod sounds like a no go for the mod. I can see the arguments on both sides. So back out it goes.

                                userqwerty:
                                Yes, I had the same thought- I'll d/l the mod, post to the thread there about the changes to it, and then see to integrating it. It might be a little different than how he's implementedit, but something will happen on this front.

                                Spartanlord:
                                Tell me some specifics about how those changes made things better for you. More distance between civs typically? The MAX DISTANCE for maintenance- did this increase or decrease the cost? (I don't have the files right now as I'm at school). I'm not sure but I'll double check that those can't be associated with map size before globalizing them too. Anyway more info to me please.

                                Quin007:
                                I could pump out the EPIC game's length even more, sure. But... is this something people want- my GOD, bordering on a thousand turns is astonishing to me. I don't want to make EPIC too esoteric a game for others to enjoy as well.

                                LET ME KNOW if there's opinion on this people- it's longer already, you know?


                                Everyone again:
                                I'll put out a v0.7a without Faith mod (and a few other minor changes) tonight.

                                Comment

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