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  • #16
    As far as playing with terrain values goes. I have tried to modify the terrain to what I percieve to be more realistic values. Unimproved tiles would have less food. Grasslands = 5, Plains = 3, Forrests/Jungles = 3, Dessert/Glacier = 0, Tundra = 1, Hills = 3, Mountains of course = 0, Ocean = 3, etc. I also add the mod to hills that they can be irrigated at twice the cost of Grasslands/Plains. To solve the money problem I have made all unimproved tiles except Mountains (one gold) and Oceans (one gold) produce no gold. Rivers increase gold by one and production by 5. Gold is obtained by building improvements which increase at a rate of 1/3/5 rate. Roads also increase gold by 1/3/5 (sure they are ugly but not all of man's work is art). These changes cause specialists to become essential. Strong trade routes allowed me to survive. I was last playing this with CTP using Med4 mod. I had to to divide the year increments by five to appoximate history in the years. The game was much harder and longer. The increased production to gold ratio was often sucked up by the increased need for public works. Please feel free to use these ideas if you wish and tell me what you think.

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    • #17
      Thanks Io- those settings look pretty reasonable- I will plug them in and try a couple of games out. What about science though? I'm sure you are still researching very fast? It might only be me though- I've always had a problem with all civ research rates. ever since Civilization I've thought the tech was going too fast- you research one unit and by the time you build that unit you have discovered something to make that brand new unit obsolete. Or you are discovering things so fast you're cities simply cannoy keep up.

      But I think the only thing I will do right now is make a mod with the building pre-requisites, a few new buildings to make the tree more interesting- and a slight change in the current building tree. This will be one mod which anyone can incorporate with other mods they like. It will make changes to Buildings.txt, BuildListSequences.txt, BuildingBuildLists.txt, & UnitBuildList.txt. So if you made changes to these files already you will need to copy my changes and paste em wherever they fit- i'll comment the txt files where I editted/added. Also of course I'll have some .slc file which you need to make reference to in script.slc or scenario.slc or whatever your main slc file is.

      After this I hope to make an attempt at the extremely poor diplomacy AI and AI in general. For this of course I'd really need some help! If anyone is interested please email me (t.lozina@verizon.net- dont click the email link above- i changed isps recently [DSL!])


      Thanks again!

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      • #18
        I found that I also had to use Scientists and merchants to survive. I usually kept one merchant for every five population and as many scientists that I could manage and still have my cities grow. I also did a lot of slaving which kept my production reasonable. Science was slowed for everyone due to the decrease in global gold output.

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        • #19
          I am currently playing a game with the modifications to the tiles above. However I had to give the cities a total bonus of 5 food/5production/5 gold to be able to survive. I also have the base contentment at 72 for Impossible level.
          I also had to give each tile one gold because scientists are allowed so late in the game. I have the years per turn cut in half. I may have to divide by three. I'll keep you updated.

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