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Video Game / Fantasy Maps?

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I have just finished the main geography for two variants of a map from one of my favorite JRPG's for the SNES, the 7th Saga (or Elnard in Japan.) It's noteworthy for being the most difficult JRPG on the system.

This game is set in a very dry, hot, and young world named Ticondera. Most of land is mountainous, with very little in the way of livable land. There are many chokepoints.

Anyway, here's what I've got. I'll upload them shortly after testing.

Present
Spoiler:


Past
Spoiler:


Anyway, I was wondering if perhaps there might be a need for fictional maps here.

Unhappy with Prosperity

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I don't get Prosperity. Every other tree follows a theme, yet I can not see a theme with this one. You might say it's growth and expansion. But there are too many energy based virtues for that. So you might say it's about expansion, growth and energy. But Workforce Initiative, Pathfinders, Nature's Bounty and Helping Hands still don't fall in any of these categories. Although I have to admit that wide empires gain more out of Helping Hands than Tall Empires. Especially when building a lot of connections. Still the tree feels very incoherent to me. It has 4.5 themes rather than 2 themes, like every other tree.

And I just don't associate the color green with it. It has exactly 5 virtues that I would call 'green', i.e. having something to do with health or food. That's 1/3 of the tree. And considering how every other tree has something that covers health, I don't know why anyone should pick this tree. Between the first and the last virtues, there is nothing that covers food. So I will sometimes just take the first virtue as the Tier 1 kicker and leave it at that I think. Because there are so many bad virtues after that one....

A free worker and a free colonist. That's not too bad I guess. I went for Liberty sometimes in Civ V. But in CiV the trees became better over time and in the beginning I only had two choices. So getting a better start with that worker / colonist combo was okay, since I did not pass on any other long term bonuses. But in Beyond Earth we have access to all the trees right from the start. That's the difference. I would never pick a one time effect, when there are permanent effects all around at the same time. Liberty only had to compete with Tradition, which already was the better tree in most scenarios.

Helping Hands... like one turn faster tile improvements on standard? Really not that essential... Combine it with free workers like in Civ V and it's a nice bonus, but never worth a virtue on it's own. Especially not in tier 1, when ou don't have that many tiles to improve. And even later in the game, when you quickly want to bring up a new city to speed, I rather take an additional worker.

Pioneer Spirit... again... terrible... From all the possible problems I ever had in my countless hours of Civ V, border expansion was never one of them. Why should your borders grow quicker than your population? If there is an essential tile you want to access immediately: just buy it, pal. Absolutely not worth an own virtue.

Pathfinders... I either beeline it and pass on a lot of important early virtues I would rather take or I take it after completing tier 1. In that case too many good picks will already have been looted for it to matter. And if my playstyle is supposed to be about expansion with this tree in the first place... Won't there always be a city close by to restock? Just terrible...

Gift Economy is just the lesser version of a industry virtue. And why arbitrarily add a single virtue that is about energy from trade in this tree?!

The last tier of prosperity is good. But I have to get through SO MUCH RUBBISH to access it, it's absolutely not worth it. My idea to fix this is to combine the virtues that give very negligible bonuses like Helping Hands, Pioneer Spirit and Pathfinders and combine them with the free unit ones.

Workforce Initiative + Helping Hands
Pioneer Spirit + Colony Initiative
Pathfinders + Homesteading OR add a free Explorer on Pathfinding.

Then fill the opened space by adding virtues that are about food, since we only have one / two of those in this "green" tree.

Improving Spies

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In my recent games I've done some experimenting with spies/agents, essentially seeing how to get the best use out of them. Looked to see if someone else had already mentioned their uses and didn't find anything so here is my attempt to give something back to the forum. I'd love to learn more about how other people maximize their agent use in game, so please correct and expand on the following as appropriate.

It appears that agents are good for the following actions:

1. Protecting your techs from stealing by other civs
2. Stealing techs from other civs
3. Improving relationships with civ-states
4. Providing diplomatic support in other civ capitals

It seems the best way to handle all of these is to have the most advanced agents in the field. The best means I've discovered to promote agents is place them in your capital and let them kill other civ agents that are trying to steal your hard researched techs. This technique works best if you are near or leading in the tech tree, but even if your not in the lead it can definitely be applied as the turns advance and your own tech gains on the leaders.

Basically, what I do is rotate my agents through my capital. If they manage to kill an enemy agent or two they get a promotion. If your in the lead, there is always someone there to kill. When you get your second agent, move the experienced one to another civ or civ-state and place the new one in your capital. Using this technique I've managed to get 5 agents, two maxxed out with with 2 promotions, the other three with 1 promotion.

Any thoughts or suggestions on improving this?

Need partner– Earth city naming mod

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I had this idea for a mod for the default Earth map (or whatever Earth map is most commonly used) where settling on a city on a certain tile would change its name to the city on the real-life tile. This would work for both the player and AI– I'm not sure if it's possible, although I do know InGame Editor allows you to rename cities. Does someone think they could mod this? I could provide the city locations.

Poll: Best Spaceship Bonus

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Criteria: Maximize chance of winning on higher levels on standard maps (whatever they are)

[GRAPHICS] BouncyMischa Fantasy and Sci-Fi Building Models

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While I've noticed a number of new resource graphics in the forums, there hasn't been many threads with models for improvements and the like. And, in particular, while I know there are some talented models who make unique improvement models for historical civs, there have been a definite lack of anything futuristic or fantastical. For my own fictional mods, I've been working to convert a number of the incredible fantasy and sci-fi building models made for Civ 4, but I wasn't sure if other people were interested.

Still, I have had some people express an interest in some of the models I've been working with, so I figure I'll use this thread to post them so others can make use of them.

Fantasy Buildings

Here's three models for fantasy buildings I've converted, originally done for Civ 4 by Walter Hawkwood:

Mage's Tower, Temple of Good, Temple of Evil



The 'temple of good' in the middle doesn't seem to be rendering its texture properly, but I'm not sure if it's because I did it on my older computer (which may not have its graphic settings at the max), or if there's flaws in the texture. Still, I figured it'd do for now until I come up with something better.

Art and improvement files available here.

New Civilisations Index

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This thread will serve as an index of all currently available civilisations, categorised primarily by region, but also with special provisions for Colonial and Ancient Civilisations.

Note that this list so far only includes Civilisations available through CivFanatics. Most links will lead to Gods and Kings or Vanilla and/or Direct Download versions where possible. As much of the preliminary list is derived from what I can gather to be working mods with active support (or at least which don't appear to be broken), I will likely have missed some, so please post a link to any civs you think should be added (this can include mods exclusive to the Workshop).

America
Central & South
North

Asia
Central
East
North
South
South-East

Europe
Central
East
North
South

Academies

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Are Academies Worker Improvements?

If so, is it viable to beeline cognition (2nd ring stem) and spam them for a science victory? Could go PAC (workers +25%) OCC and Beeline Learning Centers Virtue. If I settle on river energy might be abundant also.

What do y'all think?

Affinity Questions

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Hello, new poster here. I have a set of questions on affinities I have not seen answered, though I admit I have not done an extremely exhaustive search.

Is it possible to have scores in multiple affinities at once? For instance, could I have Affinity level 3 in Purity, level 1 in Harmony, and level 1 in Supremacy, and get the bonus of each category? If you can, is there any reason to avoid gaining all of them (besides opportunity cost)?

Does having a high level in one Affinity slow down gain in the others? I suspect not, but would be nice to have confirmation.

Do we have a map of how high a score you need to move up to each affinity level?

Ranged vs. Melee

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Hey there!

Has there already been a Discussion about this ??
It looks like the Ranged Units are a lot weaker in terms of normal Combat Strenght.

Ranger (Ranged Infantry Level 1)
Moves: 2; Strength: 3; Ranged Strength: 8; Range: 2; Cost: 60 production

Soldier (Infantry Level 1)
Move: 2; Strength: 10; Cost: 50 production

How do you think will this affect their use ? I think ranged will get one shot by melee units pretty quick. Therefore you have to put some melee in front to protect them. Could end up very interesting. Maybe they overdid it a bit and we will only see melee ?

So im playing as the netherlands and who do i meet.... The netherlands

Wide Empire Tips

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Ive tried multiple times to take the liberty tree and create a wide empire. But i always seem to fail. I want to try again on a lower difficulty, but I have some questions.

1. Can I still focus on some wonders early on? Or should I go for Settlers only?
2. How many cities should I found by turn 100 on standard difficulty? (Rough estimates)
3. How do I keep my happiness higher to build more cities? Should I keep population low everywhere? Should my pop be relatively low in the capital too? Should I focus on using my land, improved by workers to get my Production etc. instead of buildings/wonders?



Sent from my iPhone using Tapatalk

v34 download

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Hi I was wondering if there was a link to download v34? I had a look on the download page but could only see v35 and v33...

Thanks

[BTS] Can Python bring back terrain-transforming (a la Civ2's Engineer)?

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I am inspired--by the fact that this "Planetbuster" modcomp uses Python to transform any land square in the bomb's radius to water--to question whether this might mean a unit with a similar build order might be possible.

Specifically, my goal is to integrate into my mod a futuristic unit that can transform any land terrain that lacks hills or peaks into coast.

I do not know nearly enough about Python to realize this goal :sad: ...anybody have any ideas? Is there an existing mod I should borrow from?

Is virtue happiness?

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I am just interested in people's views/arguments on this.

Discuss/Opiniate!

It seems that the massive tomb in Amphipolis may be of Olympias, mother of Alexander

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That appears to now be the main line, although it could be of Roxane, or even some strategos who saved the hellenistic era kingdom from the invasions of the north.



http://www.dw.de/greeces-largest-anc...lis/g-17909472





Amphipolis again is important, after causing the peace of Nikias to collapse between the Delian and the Peloponnesian leagues, and the early christian era.

-Who do you think the massive tomb is hosting?

Aliens would be the coolest option, but it likely hosts Olympias or her along with some other notables.

[RaRE] Reworking the combat system

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Just to let you guys know what I am currently doing.

Due to the fact that limited combat rounds have been introduced the whole vanilla concept doesn't fit anymore as the fact of limited combat is unknown to the AI (both natives and Europeans).

Based on this and on the (completely justified) complaints about certain weaknesses of the combat system, especially the overwhelming strength of artillery type units against settlements (and here especially in regards to natives), I had a closer look at the combat system and the internal calculations.

One of the main functions for the combat system is the
int CvUnit::maxCombatStr(const CvPlot* pPlot, const CvUnit* pAttacker, CombatDetails* pCombatDetails) const
revealing some inaccurracies.

First, it will return an integer value (which later will be used by
int CvUnit::currCombatStr(const CvPlot* pPlot, const CvUnit* pAttacker, CombatDetails* pCombatDetails) const,
which itself delivers an integer, too) which I regard as being a bad choice. This clearly should be changed to a float value.
One may even think about combining both functions, as the currCombatStr() doesn't do anything else then calling maxCombatStr() and multiplying it with the current hitpoint percentage (which, due to the integer value, will be lower than it should be).

Second, in the further way of calculating combat results, both aforementioned functions are called several times again, which makes the use of integer values more and more questionable.

Third, it doesn't take certain special cases into account as there would be:
terrain specific combat modifiers in combination with city attack, even worse if the city is located on top of a hill.

Terrain specific combat modifiers are especially meaningful in the case of cavalry type units which, up to now, except for higher speed don't have specific advantages over infantry style units.

Furthermore, one of the main problems of the combat system is the way in which combat modifiers are calculated (I will come back to this topic in a later posting).

In short, I am aiming at making the AI attack not only if the chance for winning (= killing the enemy) is good, but also if the chance to survive (which for most units now is a new feature) is sufficient, too.
This shall especially help the natives to counter attack stacks approaching their settlements.

I will keep you updated.

Noah creation part / Civ IV VIP intro

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A while ago I went to the cinema and saw Noah with my wife, and a particular part of the movie caught my interest. I knew I had to make it into a civ intro one way or the other, and thought those who haven't seen the movie might get a peek, so here it is for those interested (3 minute).
I did a small cut in the original, and added some bg music (Chopin's funeral march)
Besides the "Teaming with birds" it pretty much hits the spot imho :D and I guess animators/screenwriters have been playing their fair share of Civilization :lol:


Link to video.

[BTS] Modding Questions

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I'm trying to add bonuses and leader traits in BTS, but I can't find the correct files. It doesn't look like BTS has files for them at all. I've done this in Vanilla, but I can't find the right spot in BTS. Can anyone point me in the right direction?

I've also tried to add the warrior monk to my mod, but he comes up all pink. I don't see a skin for him in the file folder, either. Any ideas where to find it?

Thanks for any help,

Freddy

Links!

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Hello guys :)
I'm new to the forum and I am Italian so I don't understand English very well
My question is: can you write me the links of recent gameplay video? :rolleyes:
Thank you :lol:
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