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Apolyton University Mod (PTW version)

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  • Originally posted by =DrJambo=
    ehhe yeah, i thought of that as soon as i posted!

    Indeed, maybe making the pop-rush more productive would be the better option? Difficult to say.

    By the way, can someone please explain and elaborate on this debug mode that i keep hearing about?

    Ta
    In the Editor, under the "Scenario" Tab of "Scenario Properties" is a flag marked "Debug Mode". When checked, it basically allows you a complete world-view of the game you are playing -- great for seeing how otherwise unviewable sectors of your mod are doing.

    Plus:

    Pressing:

    "Shift + F1" - Selects a unit to place on the map

    "$" - Adds 100 Gold

    At the City Screen: "a" - Adds 1 Population

    At the City Screen: "b" - Adds an improvement

    At the City Screen: "s" - Adds 100 Shields

    At the Science Advisor Screen: "Shift + Right-Click" researches the selected (clicked) tech

    At the Science Advisor Screen: "+" (or "=") researches all of the techs for the current era


    Happy Modding!

    -Oz
    ... And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay of that colossal wreck, boundless and bare, the lone and level sands stretch far away ...

    Comment


    • This continues to be a dizzying thread!!

      (once again, kudos to Soren for dealing with all these issues and more!)

      Re balancing "improved AI" versus "gameplay experience" I come down on the side of gameplay, and not straying too far from stock Civ.

      AU PTW 1.14 is pretty damn good as it is... we need to play more and share a lot more anecdotes to actually see how well AI civs develop, and how well they flip into "killer mode" when appropriate.
      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

      Duas uncias in puncta mortalis est.

      Comment


      • Originally posted by Theseus
        This continues to be a dizzying thread!!
        ...
        AU PTW 1.14 is pretty damn good as it is... we need to play more and share a lot more anecdotes to actually see how well AI civs develop, and how well they flip into "killer mode" when appropriate.
        This sounds like a call for a new AU game.
        Maybe something that can help us see the value or lack thereof of Communism?

        Or maybe another "trait-themed" game, like the Expansionist one?
        "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

        Comment


        • Lemme finish 202 first... coupla days.
          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

          Duas uncias in puncta mortalis est.

          Comment


          • Originally posted by ducki
            This sounds like a call for a new AU game.
            Maybe something that can help us see the value or lack thereof of Communism?

            Or maybe another "trait-themed" game, like the Expansionist one?
            When everyone finishes 202, I suggest the following for AU-203:

            1. Communism; make the most of the "worst" government.

            2. Modern warfare; never attack offensively until the Modern age.

            I believe both of these offer original challenges, and therefore new learning opportunities. Personally I prefer the second option, but with all the recent talk about Communism, I'm happy to do the first as well.


            Dominae
            And her eyes have all the seeming of a demon's that is dreaming...

            Comment


            • How about combining those?

              Everyone seems to think Communism is only for wartime, so let's require that all wars be fought, at least in part in Communism.

              Granted, it changes Modern warfare to Industrial, IIRC, but I think waiting for Communism to launch an attack will be tough for many here - surprisingly enough, myself included. Ahh, the lure of the Dark Side. Must resist. Cannot resist.

              Damn you warmongers!



              Or maybe require that Communism be used exclusively once it is available?
              I can't say I'd look forward to it, but I can't think of a better "testbed" for the mods.
              "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

              Comment


              • I was thinking of the same thing, something along the lines of "no offensive wars until Communism, and then only under Communism". The problem is that its easier to beeline to Communism and fight with not yet obselete Cavalry, while the whole point of the 'Modern war' scenario is to avoid fighting until after planes have arrived. On the other hand, 'Communism only' is a little thin as a scenario.

                Thoughts? Anyone interested?


                Dominae
                And her eyes have all the seeming of a demon's that is dreaming...

                Comment


                • I had some thoughts on tweaks for Communism, but don't know if any of them are actually doable in the editor.

                  First, my set-up.
                  Communism didn't come about until the working class was big enough and strong enough to overthrow the ruling class.
                  Communism has - effectively - an extremely high income tax and extremely low "costs".


                  So the prospective tweaks - do a sanity check for me here.
                  1. Units - under communism - cost 50% as much to train(build), while performing at 75% effectiveness. This gives an advantage of numbers. Combine this with Dominae's added unit support.

                  2. Taxmen and Scientists perform at 150% or 200% effectiveness. This would mean a Communist taxman would produce either 3 or 4 gold as opposed to AU's current 2.

                  3. Communist units gain an attack and defense bonus while within their cultural borders and penalties when in enemy territory.
                  Or perhaps Communist units gain a general Defense bonus and a general Attack penalty.


                  Number 2 is a gameplay workaround. I'd prefer that everything simply Cost less for a communist government but be slightly less effective. Since that's probably not moddable, simply granting Commies a Tech and Tax bonus would, effectively for gameplay, accomplish something similar.

                  Nos. 1 and 3 would be nice tweaks to the AI wartime government of choice, but may not be moddable, which is what led me to 2. If 1 and/or 3 are doable, I think it would be a pretty good tweak making war via communism a bit stronger for the AI.

                  Edit: Damn, I forgot to tie in the larger/stronger working class thing. Basically, I was wondering if we can give Communism any bonuses for city sizes above and beyond what we see for defense mods.

                  Maybe there's already some unknown "breakpoint" between Town, City, and Metro that improves or weakens Communism?
                  "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

                  Comment


                  • I have a new suggestion to help Communism. I like it better than adding a Communism-specific improvement because it's more transparent to the player.

                    There is a way to reduce the flat 30% distance corruption of Communism by 1/3, without changing anything about Monarchy, Republic, or Democracy.

                    This 33% reduction is not as big a change as you might think. For a city unconnected to the capital without city improvements, a 33% reduction means that the city has 10% more of its income not lost (20% distance corruption instead of 30%). But by the time the city gets a courthouse and connection to the capital, that number becomes 4% (8% instead of 12%), or an almost negligible 1.6% with a police station (3.3% instead of 5%).

                    A side-effect would be that we would also be reducing the distance corruption of Despotism, but the distance corruption in despotism is not very high, because cities are generally close together in the start of the game anyway. I doubt anyone would notice this reduction, but even if they did, I could argue that reducing the distance corruption in Despotism (but not the corruption due to number of cities) helps the AI and makes the game more balanced. It helps the AI because the AI generally spaces its cities further apart than the human. It balances the game because the classic 3-tile spacing might no longer be the obvious choice (although it probably still will be).

                    Comment


                    • i like it.

                      Comment


                      • Excellent. Unless there's some unknown side-effect, this is the most compelling change I've seen for the next version.... in terms of AI civ health, that is.

                        Still looking for the "killer trigger" though.
                        The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                        Duas uncias in puncta mortalis est.

                        Comment


                        • I agree, that's a great idea.
                          Let's test it.
                          "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

                          Comment


                          • Is this in addition to what's already been done to Communism... or are you thinking of returning to stock except for this little detail (which sounds like a great idea)?

                            Comment


                            • Originally posted by alexman
                              There is a way to reduce the flat 30% distance corruption of Communism by 1/3, without changing anything about Monarchy, Republic, or Democracy.
                              And HOW?

                              Comment


                              • Set the corruption slider to 67% for all levels.
                                Then multiply the percentage of optimal cities by 0.67
                                That reduces distance corruption by 33%, while leaving curruption due to number of cities the same.

                                Set Despotism, Monarchy, Republic levels to "Rampant". With the reduction in distance corruption, all three governments have corruption equal to the old "Problematic" level. Similarly, set Democracy to "Nuisance" (same as old "minimal").

                                The net effect is to
                                1) Reduce distance corruption for Communism and Despotism by 33%
                                2) Reduce OCN for Republic by 10% (already done in previous version of this mod to balance Republic versus Democracy)

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