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  • #16
    Originally posted by DaveMcW
    Wild suggestion: what do you think of adding the changes from my Balanced Accelerated Production Mod?
    Dave, I cannot imagine playing with AP without the changes that you suggest in your mod. We should definitely make an AP version of this mod in addition to a standard version.

    I have never actually played with accelerated production on, mostly because I would imagine that slow-movers on anything but a tiny map would become obsolete before they have a chance to move to their first target. Kind of like Deity used to be in the patch with the crazy tech whoring AI (1.16f, I think). Is it that bad?

    Skywalker, your mod has many cool ideas, but in general I think they are way too drastic for the purpose of this mod.
    Last edited by alexman; May 3, 2003, 03:08.

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    • #17
      I think this thread deserves another chance
      Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
      Then why call him God? - Epicurus

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      • #18
        I'm not sure how I missed this thread the first time...

        I would very much like to test the 20 Shield Industrious Worker tweak sometime. alexman, have you ever had the chance to try it out?


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

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        • #19
          Yes, I have tried it out and it seems to work well enough. With this change, industrious civs are not nearly as powerful in the beginning of the game. Without help testing the change, I'm not sure if it makes the trait too weak though.

          The only thing I don't like about it is that it changes the shields/food ratio you need for worker factories. For non-industrious civs, you could turn a high food, low production city into a worker factory, but with the change you need even more shields/turn than you do for a settler factory. Some players get annoyed with such changes to micromanagement issues that have become second nature (although I'm not one of them).

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          • #20
            Doubling the cost of industrious workers is pretty draconian, don't you think? Granted, I don't play much MP (demogames only right now), so you know more about it than I do, but it seems to me that your backup changes to speed up non-industrious workers are better.

            Or just remove the industrious trait altogether.

            -Arrian
            grog want tank...Grog Want Tank... GROG WANT TANK!

            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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            • #21
              You may be right.

              On the other hand, even with the change, one industrious worker is equivalent to two non-industrious workers (ignoring movement and support), but industrious civs still save one population point. I think that the reduced population cost is more improtant than the reduced shield cost of industrious workers.

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              • #22
                Instead of increasing the cost of teh worker, why don't you look at perhaps giving two workers to non indust civs at the beginning...... not sure if it is possible however, been a while since I played with the editor. Just an idea.
                If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

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