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Civ 5 Improvements Mod (CivIP)

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Hi all,

This mod has been live for a while on Steam Workshop (as one of the top rated Civ mods) but I never made a thread for it here. Please provide any feedback, bug reports or suggestions in this thread.

http://steamcommunity.com/sharedfile.../?id=108690995


Civ 5 Improvements Patch for Brave New World

THIS MOD HAS BEEN UPDATED FOR BRAVE NEW WORLD

This mod is an unofficial patch for Civ 5 Brave New World that makes surgical changes to the game in an effort to enhance it but not change the overall Civ gameplay experience.

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--General Changes—
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- Building Wealth and Research now grants 30% of Production converted, up from 25%.

- Increased the sight radius of having a spy in an opponent’s city to 3 tiles in every direction, up from 1.

- Increased yields of several natural wonders when worked on. Natural wonders will now play a more significant role in shaping civilizations.

- El Dorado natural wonder gives the first finder 1500 gold, up from 500 gold.


--Following Improvements to smaller civs--

- Unhappiness from Number of cities increased by 25%.

- Amount of excess Happiness needed to reach golden age reduced by 50%. However, each city now adds 2x more to the required number of happiness accumulated, up from 1% per city. This will result in smaller, focused empires having more golden ages than large powerful empires.

- Most National Wonders increased in effectiveness.


--International Trade routes—

The main theme of these changes is to flesh out the competitiveness of the International trade routes system. These changes will allow players to master better trade routes through investment of buildings and trading posts in an effort to attract other civs to trade with their cities rather than with other player’s cities, which in turn rewards the player with the best trading infrastructure, and allowing that player to be a trading powerhouse. Players will compete to having the best trade routes available, which will spice things up when it comes to choosing who to trade with (value vs diplomatic interests).

Desert cities will now also have the potential to be powerful trading cities via some clever new mechanics.

The following adjustments were made to achieve this:

- City gold output per turn values (excluding from trade routes) will now increase trade route gold yields by a lot more than before. Previously, GPT only added a small fraction of value to a trade route, it now contributes double the value as before. Cities with huge commerce will make for attractive trade route targets.
- Caravansary will now grant +2g to the trade route owner, and +2g to the destination owner of the city. Caravansary now gives desert tiles +1g yield in that city, excluding flood plains.

- Desert Hills now give +1P instead of +2P (balance change)

- Harbor will now grant +2g to the route owner, and +2g to the destination owner of the city

- Increased East India company trade bonuses to +6 to trade route owner and +3g to the destination city owner. Also gives Desert tiles +1g in the city it is built in. Coastal Desert cities will be very powerful trading cities.

- Big Ben (commerce policy required) now grants +4g to trade route owner and +2g to the destination city owner. Gold bonus reduced to +2 from +4.

- Wagon Trains (commerce policy) now increases land trade route yields by +4, up from +2.

- Colossus trade bonus slightly improved to +3g to the trade route owner, and +2g to the destination owner of the city


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--Buildings--
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- Recycling Center now gives 4 aluminum, up from 2. Now costs 7g in maintenance per turn, up from 3.

- Police Station and Constabulary now grant a small bonus to Unit experience.

- Pentagon is now available two tech tiers before the current placement to allow player to make better use of the bonus to upgrading units. Bonus increased from 33% to 40% discount to upgrading units. Now also increases Unit experience by 15 for units build in the same city as it.

- Spaceship factory now grants 1 Uranium. Maint cost increased to 4g. Grants +3 production.

- Hubble now gives Research Labs +1 gold and +1 food and +1 culture, in addition to its current bonuses.

- Most National wonders increased in effectiveness

- Bomb shelter reduction to nuclear weapons reduced to -50%, down from -75%

- Mausoleum of Halicarnassus now gives +400 gold per great person expended, up from 100g.
- Medical Lab now grants +3 Food also.

- Mint now grants +1p on Copper resources, in addition to its current bonus to gold and silver resources.

- Hospital now grants Atoll water tiles +2P and +2 science.

- Harbor now grants Atoll tiles +1F and +1P. Grants +1P and +1G to all sea resources worked on by the city.

- Police Stations now grant +2 air unit capacity in the city it is built.

- Military Bases now grant +3 air unit capacity in the city it is built.

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--Policy changes—
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The theme of policy changes is to increase the power of Aesthetics and Tradition Policies.

- Cultural Centers (Aesthetics) now also increases culture of all Amphitheaters and Museums by +1.

- Fine Arts (Aesthetics) policy now gives 100% happiness converted to culture, up from 50%.

- Aesthetics finisher now also grants Broadcast Towers and Museums +1 Happiness +2 gold, +1 Production and +1 food in addition to its previous bonus.

- Tradition Finisher now gives 25% growth in first 4 cities, up from 15%.

- Landed elite (Tradition tree) now grants an additional +4g and +3p and +3 science in the capital, in addition to its current +2 food and growth bonus.

- Caravans policy (Commerce) now grants land trade routes +8 Gold, up from +4.

- Entrepreneurship (commerce) now grants Customs Houses (great merchant improvement) +2 Gold, on top of its existing bonus.


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--Units—
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- Stealth Bomber redesigned. No longer replaces Bomber, and is now a standalone unit. Production cost greatly increased. Now costs 2 Aluminum instead of 1. Range increased to 22, from 20.

- Bomber no longer obsolete at the final tech level.

- Helicopter Gunship now uses Oil instead of Aluminum. Can move after attacking a unit, if it has movement points left.

- Missile Cruiser nerfed. Increased cost slightly, Ranged attack reduced to 80 from 100, range reduced to 2 from 3. No longer has a bonus against Submarines. Sight range increased by 1.

- Marine Strength increased to 70 from 65.

- Paratrooper renamed to “Special Forces”. Now paradrops up to 15 tiles away, up from 9. Cost increased. Combat strength increased to 75 and now has a bonus vs other Infantry, Anti-air units and anti-tank units. Moved required Tech to next tier (Ecology). Now a powerful late-game tactical Infantry unit, suitable for tactical operations such as rapid response to City State defence, striking enemy strategic resources and other roles. Pillaging tiles costs no movement points.

- Artillery moved up to the next tier in science (Steam Power), Ranged Strength increased to 35, from 28. Combat Strength increased to 24, from 21. Cost slightly increased. Bonus vs cities reduced to maintain its current effectiveness vs cities.

- Tank combat strength increased to 75, from 70. Panzer increased to 85 from 80.

- Modern Armor moved to next science Tier, Nanotechnology.

- Mech Infantry combat strength reduced from 90 to 85.


**Rebalanced Naval Combat**

- Nuclear Submarine defensive strength increased to 60 from 55. Now uses 1 Aluminum. Cost increased. Can now move after attacking if it has movement points left.

- Submarine defensive strength increased to 40 from 35.

- Missile Cruiser nerfed, it is no longer better at every role than all other ships. Increased cost slightly, Ranged attack reduced to 80 from 100, range reduced to 2 from 3. No longer has a combat bonus against Submarines, but can still detect them. Sight range increased by 1.

- Destroyer visual range increased by 2, becoming a very effective at recon. Strength slightly increased.

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--Civilizations—
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- Japan civ fishing bonus increased to +2 culture, Atoll bonus increased to +4 culture.

- France civ bonus to theming bonus in capital increased to 2.5x, up from 2x.

- France Chateau culture yield increased to +2 up from +1.

- Buffed Sweden’s bonus. Gifting Great people as Sweden now gives +220 influence, was +90 influence.

- Celts civ faith bonus doubled.

- Jaguar (Aztecs) strength increased to 9, from 8.

- Spain (Isabella) natural wonder first-finder bonus increased to 3000 gold, up from 500 gold. Subsequent wonder find bonus increased to 1000 gold, up from 100.

- Attila (the huns) civ Pasture production bonus increased to +3P per pasture.

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--Terrain--
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- Ocean tiles (NOT sea or coastal tiles) now have +1P and +1G. Previously was the same as Sea/coastal (+1f). Ocean tiles still gain +1f from Lighthouse.

- Lake now has +1P in addition to its normal yield

- Fish resources now also give +1P yield.




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--Religious Beliefs--
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- initiation rites – now gives 400g when each city converts to this religion up from 100g
- Divine inspiration – Each world wonder now provides +5 faith per wonder, up from 2.
- Interfaith Dialogue now increases science per city conversion by double the old rate.
- Dance of the Aurora now gives +2 faith per tundra tile without forest, up from +1.
- Desert folklore now gives +1g on desert tiles, in addition to +1 faith.
- Reliquary Now gives +400 faith when a great person is expended, up from 50 faith.

Scout on autoexplore died attacking a swordsman

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I'd discovered my continent and just researched optics, so I set my two scouts to auto-explore. A few turns later I got the message "Your Scout has died attacking a swordsman (1 damage)".

Has this ever happened to anyone else? My scout was sailing on the water with full health when it decided (on auto-explore) to attack a full strength barbarian swordsman from the sea, which resulted in suicide. I thought units on auto-explore didn't attack things? And it couldn't have been the swordsmen attacking my scout, as they were embarked. What's going on here? :confused:

While We Wait: How to Succeed in NESing Without Really Trying

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Welcome to the latest While We Wait. This is the thread where all of your NESing related posts that don't belong anywhere else go. Please be courteous and obey forum rules.

Please post responsibly; if you notice things getting out of hand, you may report the post in question.

This WWW thread is a friendly place to discuss topics that concern NESing. This thread is NOT a place to attack others, flame, spam, or discuss things that would be better suited in the other WWW thread.

The last WWW thread can be found here

While We Wait: (Almost) Anything Goes

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Welcome to the new OT WWW. You may discuss items of any topic in this thread, but be mindful that forum rules still apply. This thread is NOT a place to attack or flame others.

Please post responsibly; if you notice things getting out of hand, you may report the post in question.

The NES only related WWW thread can be found here

The last WWW thread can be found here

Be a good person and read my sci-fi short story!

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Hello everyone,

Since some time I have been wanting to write. But I was one of those guys whose ambition was only triumphed by his lack of accomplishment. Always aiming for the big story, never writing much of it.
Finally I wised up and decided that I should first write a short story and see where it takes me.
So yesterday I did just that. And now I am starving for as much feedback as I can possibly get, since I lack any idea of how my writing actually resonates with someone who isn't me.
I realize that one should give a story time to mature before possibly just embarrassing oneself. And I will do that (no one I personally know gets to see the story for now, for instance). However, the starving man also needs something to endure.

About the story itself: The genre is sci-fi, more hard than soft. And it consist of five parts. The prolog, part one to three and the finale. It is all written down, but in German and so far only the prolog has been translated. So today I shall only post the prolog, but plan to subsequently translate and post the other four parts in the course of this week.
The length of the whole story is about nine pages (in German, which tends to be longer than English, and in my word document).
There is no title yet. But I haven't booked the story as finished, so that also seems premature.

At last, I would ask for your leniency, since this is my first whole story and my writer's heart is still soft and sensitive. You may also want to keep in mind that English is my second language.
However, I also welcome any feedback. About anything. At all. Including grammar nazism.

Thank you for your time and I dearly hope that it won't feel like a waist of it :)

Prolog
Spoiler:
It was meant to be a glass. In three days the big day would have arrived. Years of working towards it. Now a bottle of Whiskey stood half empty by his side.
Within the brown mist he floated through his live, took off from the dirt and was at the place one more time which it was all about after all. An idea. A story.

Professor Moereirar believed to have contributed to the most important invention in the history of mankind. To know so contradicted his critical philosophy, one could also say his decorum as an academic. One did not 'know' such judgmental categories. Or at least it wasn't proper to claim so. But Moereirar actually believed to know it anyway. And in his current state of mind he was acutely tempted to speak of knowledge with a big K. Allowedly, there had been a great many outstanding inventions. The steam engine, electricity, automobiles, the phone, the computer, the Internet, laboratory animal products, nano robots... But for all the weight of these things none of them truly signified an upheaval in itself. They rather appeared to Moereirar as especially large gearwheels in an all the more larger, yes unattainably giant jumble of further gearwheels. And whatever strength one invention could unleash it would still have to exert itself with all the other wheels until anything was about to happen.
But this invention (his invention, called a heckler from the back of Moereirar's mind - after neither consent nor dissent was given, the heckler, arms and legs folded, sat down and grinned complacently) - this invention was to drive the gear wheels until they would glow and spin in the invention's clocking.

But near the end a problem arose. Professor Moereirar took another sip.

Since decades they had tested and tested and tested. Nothing else was conceivable after the first human had cast a glance into this new unbelievable world. For previous imagination of what was stopped at its threshold. Virgin territory. A new land. The ships which undertook to gather pace towards it were congested, even threatened to sink at times. People went overboard. Some into a shark's jaws.
Moereirar had made it. At first as a sailor. Finally as the head of a group of explorers. In the end he was sort of an unofficial king of the new world. He smirked at this peacocky and lesser thought. In the distance someone unfolded his arms and clapped his hands. However, as things moved on the world turned out to be so harmless that 'administrator" was perhaps a more appropriate title. A bureaucrat... yes, he supposed that was how the test serials were to be described, after the magic of the new had dispersed. Bureaucratic.
At first the tests were advanced by the feeling that things were too simple. The explanations to encompassing. The results too consistent. Whatever they changed or tried - it went as smooth as butter on fresh toast. The theory seemed perfect. Sure, the technology made a few problems here and there. And the engineers, material and mechatronic technicians and information scientists did admirable work. Yet from the point of view of a basic researcher like Moereirar at the end of the day this was as ponderous as the best angle to hold your butter knife.
In time another reason was found to continue the tests, as Moereirar fully realized the dormant potential laying within the invention. And fully grasped the scope of the obstacles which were to be overcome to bring it to full fruition. What he understood was that the most decisive test was yet to be carried out. And if it were to go wrong - as unlikely as that seemed - but if it went wrong, then everything would be lost. Nobody would want to travel into the new world. But Moereirar wanted the old world to vanish into the ocean. Not out of malice directed towards it. Rather, because in light of all the new possibilities, its time had come.

And at last things were ready.

They had tested cultivated organs as well as those of the dead. From hair to brain. They had tested food, fed it to animals. Then they tested the animals themselves. Then they had fed them to the humans.
Moereirar cheered in his mind. It had been prepared for perfectly. He was certain it would work just as intended. And then - a few more years of further direct tests with humans; and when it had become undeniable that what was most holy to men - man - would not be diluted, then the big wave could sweep away what was old and reveal what was new. What a wonderful evening of life it would be to be able to watch that. His life's work. Now Moereirar smiled, cushioned in complete complacency. He sighed. Then he dropped his glass with such might on the table that only its thick button prevented it from shattering.
He leaned forward and dug his hands into his hair.

Because then ... everything broke down.

[BNW] Mongol campaign (Deity; in-depth)

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I've been trying to win the Mongol scenario on Deity for a couple of days now. After improving, but so far always failing I'd like to write a combination of a strategy guide and walkthrough. The idea is to first sum up my observations, then formulate a strategy based on this, and finally play through for another time to see how that works out. I know there are a some strategy guides for this scenario already, but I wanted to do something more in detail. Depending on feedback and the availability of in depths walkthroughs I might do this for other scenarios, too, but let's get this started and see how it goes.

This post will portray the general managment of the empire and military strategy to conquer most of the East. Afterwards I will add a post that details how my plan worked out (a play diary basically), then part II of the military strategy (Persia and India), another diary post, then strategy for the remaining conquests, and finally another diary post with final observations.

Basics

What is on the map
If we want to conquer everything we should start by taking a look at what needs to be done exactly. There are 8 civilization to beat and another 11 city states to take, scattered over a 85x40 hex map. No new cities can be built. However, this is clearly not good enough to make a strategy, so let's take a closer look.
  • Mongols (1 city) -- (c)apital Karakorum (8(H)orses; Silver)
  • Jin-China (4) -- cBeijing (best captured from (N)orth or (S)outh; has Silk), Liaoyang (N; 5(I)ron, 2H; Gold), Xian (NW), Kaifeng (S/E/W; Spice)
  • China (5) -- cHangzhou (SW; 8I; Silk), Guangzhou (N), Tanzhou ((0)any direction, Cavalry best from W), Chengdu (N/SE; Silk, Spice), Xiangyang (N)
  • Japan (3) -- cKyoto (E, ???), Dazaifu (bombard from Korea then SE), Kamakuro (E)
  • Persia (5) -- cUrgench (E; Cotton), Isfahan (E; Gold), Nishapur (S; Cotton, Gems), Tabriz (N/SE <- tough to take), Samarkand (NE; 2I)
  • Arabia (4) -- cCairo (S+E <- maybe send some troops over the Red Sea; Marble), Mekka (E; Pearls), Damaskus (0; 2I; Cotton), Aleppo (S/NE <- coming from NE via Täbris might be preferable; 7H)
  • India (4) -- cDelhi (SW; Sugar, Spice), Varanasi (W), Multar (S; Marble), Lahore (SW; Spice)
  • Byzantium (2) -- cConstantinople (E; 2I; Cotton), Thessaloniki (E although N works too)
  • Russia (3) -- cKiew (E; 2H; Fur), Wladimir (S), Nowgorod (SE/SW)
  • City States (11) -- Xi-Xia ((M)ilitary; 2H), Korea (M; 7I; Gems), Uiguren ((C)ultured; 2H, 2I), Dali (M; Silk, Gems), Almaty (M; 3H), Lhasa (C), Abbasids ((F)ood/Maritime; 4H; Sugar, Cotton), Georgia (C), Hungary (C; ???), Dai Viet (F), Crusaders (F; ???)


What we have
  • Karakorum with Stables, Barracks, Granary, and a Monument
  • 2 Horse ressources for a total supply of 8
  • 4 Horsemen, 1 Keshik (UU replaces Knight), 1 Khan (Great General), 2 Worker
  • 199 gold
  • Every tech that is necessary for Chivalry, Iron Working, and Calender
  • Social policies: Honor base policy, Warrior Code, Discipline, Military caste + culture for one more policy
  • +1 Movement for cavalry units and +30% bonus when fighting cs.
  • 1000 gold and free tech for capturing civs
  • Free policy for capturing cultured cs; 2 Horsemen in Karakorum for capturing military cs; 500 gold for capturing maritime cs
  • 100 turns


What we want

Science
At first it seems like science is something of minor value, that just happens in this scenario, but this is not the case. We want to get access to basic techs like Masonry and Engineering eventually, but more importantly there are a few key techs that we can get access to with the free techs from eliminating civs.
  • Education (L5 tech with 1x L4 still needing to be researched) for Notre Dame
  • Astronomy (L6 needs L23455 including Education) for Caravels
  • Navigation (L7 right after Astronomy) for Frigates
  • Machinery (L5 needs L234) for Crossbow Archers
  • Rifling (L8 needs L23445567 some of which we want anyway) for Riflemen
The main question seems to be whether to go deep on marine techs or beeline for Rifling. Both techs seem only vaguely helpful, though. Riflemen are way more powerful than everything else we have in our arsenal, but they are extremely slow compared to our Keshiksm, and we cannot upgrade them anyway as the upgrades will leave us with units that cannot make use of any of its promotions. On the other hand Rifleman are certainly excellent at invading Japan's main isle. I assume that going for Longswordsman + Frigates will do as least as well, but I don't know for sure. The problem with this plan is that it requires much more Iron, but if we keep Liaoyang we have an ample supply of Iron anyway.

My strategy here will be to research Masonry and Construction first because that gives us access to the Colosseum. Afterwards Engineering will be next as that allows us to make use of bridges. Then we research Sailing, Optics, and Compass. The free techs of the China conquest will be used on Theology and Education to allow us access to Notre Dame. The free techs from eliminating Persia and Arabia will be used for Astronomy and Navigation. The remaining techs can be spent freely. Machinery might be a solid choice. Gunpowder will also do.

Social policies
There is really not much to do in this part of the game. We have the choice of Military Tradition and Professional Army right away. Professional Army give us the means to upgrade three instead of just two Horsemen to Keshiks. That is nice, but we will win enough money by conquest. It is much more important to get that extra experience from Military Tradition, because our units need to get to at least to level 6 to fight effectively in the later stages of this scenario. Professional Army is next up, and the rest is pure bonus. The only things that seem remotely worth pursuing afterwards are Piety for Organized Religion and Liberty for Meritocracy. Unfortunately Meritocracy is one deeper in its policy tree. I am not sure how many cities actually have monuments. If more than a few have them --which seems likely-- than Organized Religion should be better, because we get the bonus way earlier.

Roads
Connecting your empire is always important of course as trade routes keep your pockets full. Considering how crucial time managment is in this scenario it should not too surprising that it matters if we can shave off a turn for the time to complete an invasion by building a road. The most important road --the silk road-- already exists when we start the game. However, Karakorum is only connected to the silk road by a detour and we should change that. There is really just one other, bigger road which seems worth mentioning. Eventually we will have to conquer Russia, and that is a couple of turns to the NW from Persia. It would probably be "only" between two and three but we have to ford a river along the way. And the army that is supposed to be coming from Persia is not really coming from Persia anyway. That army is in fact coming from India. If we start early we can connect Delhi through the Himalaya pass to the N with the silk road. If two more Workers starts building a road in the direction NW starting in Urgench, then we can shorten the travel from Delhi to Wladimir from 6 turns to 3 turns. If eventually Kiew will not be the last thing we conquer with the India/Russia army then that still gives three extra turns to send it S for Constantinople.


Military strategy

General observations

In this scenario we have 100 turns to capture every other civilization, but we don't need to conquer the city states. Thus we have to conquer 30 cities in 100 turns, or one about every three turns. More or less inevitably we will also take Xi-Xia, and we can consider adding either Almaty or Uiguren while we are in the area. Both provide additional Horses, and especially Almaty lies in a bottle neck. Being a Military cs they will also give additional units right away. All things considered we have 100 turns to take ~32 cities. By just maneuvering around one force this is basically impossible. Getting our forces from one city into position in front of the next city takes always at least one turn, and besieging a city often takes more than two turns. That means we can only win by splitting our forces and/or getting cities in peace deals. However, the problem with peace deals is that we cannot attack the civ for 10 turns, so we will have to go back and they also have time to rebuild their forces. So peace deals only make sense when we either get cities that are extrordinarily tough to conquer like Tabriz and Kamakuro, or when we are staying in the area anyway (even if we came back anyway, giving them more than 10 turns to rebuild won't do).


The Plan

Part One -- The East
1 Xi-Xia -- The first thing we have to do is going south. We need the 15 Gold from meeting Xi-Xia to upgrade two Horsemen to Keshiks. Now we could ignore the cs, but in the long run we need their 2 Horses anyway, and the boost of two additional units early on is invaluable, so this is our first target. We will DoW on turn 2. It is often important to DoW early, because if we DoW before meeting more civs, that saves us the hit in their opinion, and consequently giving us better chances to betray them. Actually the moment we meet Jin-China we will trade all of our ressources to them, and then DoW right away. They pose not threat to use, we will DoW anyway, and this saves us the hit in China's opinion. We will meet them quickly afterwards and will soon war them, too. Woever we need to leech a bunch of gold from them as well, and for that we need their best possible opinion. Anyway our units should be in position to attack on the second turn. Our Horsemen will take out theirs and our Keshiks will bombard their city right away. It might be possible to conquer Xi-Xian in turn 3. In turn 4 it will definitely be ours.

2 Beijing, Kaifend, Liaoyang -- Now we can go SW and attack China's Chengdu, or SE towards Jin-China's Xian. Xian feels like the natural course, because it is closer. However, the best thing might actually be to go for Beijing right away. We can conquer that city with ease when coming from N and NW. Doing so will get the Great Wall under our control which will save us many moves when conquering the rest of Jin-China, and basically makes it impossible for China to move within our territory. Hitting them hard also has the advantage of leading to a quick peace settlement in which we can probably get Liaoyang. Getting Liaoyang is desirable because it does not only save us a siege, it also prevents us from having to do a detour. If all goes perfect Beijing falls around turn 9-10, then we press S for Kaifeng, and after conquering that accept Liaoyang in exchange for not bothering them for 10 turns. This should be around turn 14. Getting these cities presents us with new decisions: puppet, annex, or raze them? Kaifeng holds no strategic value whatsoever, and not even their spices offset the hit in happiness. Eventually Delhi will grow into Spices anyway. Beijing cannot be razed, but is not of great value either, so it must be puppeted. Liaoyang is a bit more interesting. My natural inclination always went towards razing it, but in the long run we might be short on Iron, and the additional Horses help, too. Finally the city has access to a currently unimproved Gold source which can offset the happiness hit, and we are not going to have permanent control over another source of Gold. There are a couple of courses I can see pursuing here. Razing and be done with it is one option. Then we might keep the city and puppet it. We might also keep the city and raze it down to one citizen, then never let it grow again. This has the advantage that we can later use it as a wharf to launch the ships that will help us conquering Japan. These ships will be bought with coin anyway, so doing it in a small city is no problem.

3 Xiangyang, Tanzhou, Hangzhou -- The next close cities are Xiangyang and Hangzhou. Pressing immediately for the capital was a nice strategy against Jin-China. The disadvantage here is that we cannot conquer Hangzhou with a Horseman from the N, and going in from the W leaves the Horseman vulnerable if we don't conquer Xiangyang and Tanzhou first. Xiangyang is free loot anyway. Before DoWing that we should trade all our resources to China for maximum value, and upgrade all but one Horseman for Keshiks. Xiangyang should then fall in two or three turns depending on the number of armies that need to be eliminated in its vicinity. Next up is Tanzhou. We can safely bombard that city from across the river. Meanwhile our Horseman fords the river towards the Forest in the W. Tanzhou should fall around turn 20. It is is of no value and should be razed. Afterwards our Keshiks swing E towards the capital. It is not necessary for all of our Keshiks to cross the river towards the S. We will need some later to attack Guangzhou, but two can either start working on Xian or go to Korea after capturing Hangzhou. Although Hangzhou is quite strong it should fall within the next four turns, around 24. We cannot raze that being a former. If it should be puppeted or annexed depends on whether we want this to be our wharf. The city has powerful resources and it is well positioned for a wharf if we take into account that we are not attacking Japan with Triremes, but with ships that can sail the ocean. So I believe the best course is to annex, and buy a courthouse from the 1000 gold we get for eliminating Jin-China.

4 Guangzhou, Xian, Korea, Chengdu -- Guangzhou is mainly a matter of going there and taking it. The place is completely worthless and should be razed immediately. Meanwhile the Keshiks that stayed N of the Yangtze River can soften up Xian or go to Korea. Probably they should go towards Korea. Jin-China cannot defend itself at all anyway. If Liaoyang was annexed before we can now use it to buy a Swordsman there to conquer Korea with. Our main force will now proceed to take Xian and then Chengdu from the N. Both should be more or less without defense and pose no problem. They are also worthless and should be razed. Some of my estimates might have been a bit optimistic, but even allowing for some delays this should have happened by turn 35.


Conclusion
We now have 12 horses under our control and should have 1500-2000 gold left even allowing for a courthouse in Hangzhou. Most of that should be spent on troops. We can support 10 Keshiks and 2 Horsemen with our horses. Thus we have the resources to dispatch two 4/1 armies to the W, while sending two Keshiks to conquer Korea. Buying further units with the remaining gold seems useful as they can serve triple duty. They can kill some of the roaring barbarians and thus protect our resources, their mere presence as garrison gives a much needed boost in happiness, and finally again their mere presence serves to make an impression upon our opponents. Even when not close to the front lines these units represent military strength and that might help to get a good peace deal from Persia eventually.

Switching back ideologies

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Question: if you fixed your tourism situation and want to switch back to your old ideology, do you get all your old tenets back? Or do you re-pick everything and take another 2 SP hit?

Looking for mod

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Howdy guys

I recently started playing civ and after lots of annoyance i figured the AI was getting freebies... and i was right! Quick google and my speculations were proven right.

So I downloaded some mods [Communitas pack (3mods) and Really advanced setup]. I thought they would fix the issue of AI getting starting benefits, but they didn't. By the time i get my scout, the AI has scout, worker and a warrior. Pisses me off...

I used the RAS mod to make sure that all players are listen as starting with no units, but that's clearly not the case.

While I'm happy with AI getting bonuses like happiness or reduced policy costs, I'm highly displeased that they get free units [and tech?].
Any help on how to solve this?

Resource amounts?

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Alright so I started up a game on a gigantic map size on custom continents with the most recent version of AND. As I was playing, I noticed that when discovering resources with tech, instead of normally finding one or two within my borders, and several elsewhere on the map, I would instead not find any on the known map, which was about 3/4 of the large continent I was on. I figured it was just due to random placement, and kept on exploring, looking for these fabled apples and iron and ancient relics. Still I found only very little. Thinking it might be a bug, I backed out to the main menu and generated a new map with similar settings, but unlocked worldbuilder.

On the map I opened up, there were a total of:

General resources: 1 silver, 1 gold, 1 ancient relics, 1 furs, 1 incense, 1 elephants, 1 whale, 2 obsidian, 2 copper, 2 rubber, 2 uranium, 3 coal, 3 bauxite, 3 iron and then 44 geothermal power and 57 stone and 76 methane ice (yes I counted). Also notable was the 3 oil and 2 horses all on the same continent.

Luxuries: 1 coffee, 1 dye, 1 sugar, 1 hemp, 1 spices, 1 gems, 1 silk, 1 grapes, 1 olives, 1 cotton, and 1 pearls.

Food: 1 apple, 1 salt, 1 tea, 1 lemon, 1 banana, then numerous rice, pig, shrimp, fish, clams, cows, corn, potatoes, crab, deer, and sheep.

This was on a gigantic map. With balanced resources. I understand that because some improvements can spontaneously pop in some new copies of resources, the number of resources at the outset should be adjusted accordingly, but what about the ones that can't be generated? Pearls? Apples? Lemons? Ancient Relics? And why make renewable resources like wheat, corn, geothermal energy, and even stone so omnipresent? The only ones that seem to be at the amount that I expected were sheep/deer/fish/clam etc. The rest just seemed like there was either too much or not enough.

I just want to know if this is working as intended or not, and if it is, I'd like to know why the mod designers made the choices they did in regards to this.

Not working......again....

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As usual I've into another problem wth my mod. As I've solved the unit art problems (thank you LeeS!!!)
Now I can't update policies. Out of every problem I could have thought of, I never thought I would have problems with UPDATING!!!!.......so simple......

Here's the code:
Code:

<GameData>
                    <Policies>
                            <Update>
                            <Where type="POLICY_CITIZENSHIP"/>
                            <Set>
                                      <Description>Adaptive Tactics</Description>
                                      <Help>+50% XP from combat</Help>
                                      <ExpModifier>50</ExpModifier>
                            </Set>
</Update>
                    </Policies>
            </GameData>

Thanks in advance.

Writing Bull livetalk with Lena Brenk TODAY

How does Diplomacy work?

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I've played against the AI a lot now, but have never played online. This is mainly because my internet connection is pretty poor, and I don't want to subject other people to my lag. I've still done a lot of thinking about what it would be like (especially because most games out now are so centered around the online aspect). I realize that logistically many things would have to be different, but I'm particularly interested in how diplomacy works. I say this because the way that you treat people and vocalize your feelings is a lot different from when you're playing a finite game to go for a specific victory condition than what the AI leaders would do, because presumably its their actual life, and they're bringing the emotions into it that a real person would have when they're not just playing a game.

Are the diplomatic scores still in tact? Do people really care about them? Are there checks and balances in place to make sure that people follow them and don't just DOW on their friends, or turn on a blind eye on their enemies? Are there still incentives to do nice things for competitors in exchange for influence (like giving them archaeological sites, forgiving spies, etc.)?


I was thinking that a good way to deal with this problem is to have "sworn enemies." Where you are randomly assigned 1 or 2 Civilizations that your people arbitrarily hates, and nobody is told who has who. You are given happiness for your people when you denounce them, DOW on them, or take one of their cities, or them being eliminated from the game. Similarly, you take a happiness hit if you DOF with them, trade with them, or sign a peace treaty that results in you getting less out of it. This way, it forces people choose which side they want to be on, and make compromises on who they ally with. Who your "sworn enemy" is would be random and irrational, so somebody might like you, but you must hate them, and vice versa. And you can always choose to ignore the happiness hit if it's the only way to get into an alliance group that works for you. Thoughts?

[BTS] [Question] How to change the starting location of civ

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Hello guys, i have a question for Free Modmoding

I want change the starting location of few civs in 600AD scenario.

1. Poland starting from KRAKOW to WARSAW (one step to north)

2. Turk starting one step to south (for not erasing city Ankara)

3. China staring one step to east (for matching with real city location and river access )

It's easy to edit XML and the map, but don't know how to fix the stating location.

It needs Programming knowledge? then how to approximately?

The attached image is example of change.

Give me teaching Please~ thank you! ^^

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Powerless Internet Devices will be everywhere?

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http://arstechnica.com/information-t...ize-of-an-ant/

Quote:

The radios are fitted onto tiny silicon chips, and cost only pennies to make thanks to their diminutive size. They are designed to compute, execute, and relay demands, and they are very energy efficient to the point of being self-sufficient. This is due to the fact that they can harvest power from the incoming electromagnetic signal so they do not require batteries, meaning there is no particular lifetime associated with the devices.
This is, to me, as incredible a development as the transistor was 75 years ago. I expect this to fundamentally change the way we interact with our constructed environment.

Right now we have to do active status monitoring for lot of things, but this - if implemented far and wide - will be just as big a technological "ratchet" as the introduction of electricity.

Now that I've gotten that out of the way I await your critical responses explaining why I'm mistakenly an optimist here... :ack:


Link to video.

EDIT:
Just pulled out my calipers to check the size of these gadgets. If you have a penny handy, the image in the video shows the scale. It's smaller than the word "TRUST". In fact, it spans from the left edge of the T to the center vertical axis of the X.
That's 3/32" = 4mm.
Width is 3/64" = 1mm.
These things are going to wind up in beer bottles at that scale!

EDIT EDIT: This is way smaller than the ants I'm familiar with. It's more like the size of an ant's thorax ;)

[BTS] Who would you Vulture rush?

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Theres Cathy to the W, Ragnar to the N, and Darius to the NE:

Spoiler:


I'm thinking Darius because I want that glorious triple dye and banana city location.

Proposal: Bonus Resource Trading and New Effects

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I have been studying World Civilizations, and it has me excited about the World History mod. It has also sparked some new Ideas. I have a proposal that I am considering implementing. It is a new way to handle Bonus Resources. Much like in Civ4 where bonuses can be traded so it will be in M:C. Bonuses will have additional effects as listed below. To Gain the special effect of a Bonus, it must be connected to a City by a road, thus part of your Trade Network.

-The First of a bonus you acquire is used by your Realm, any extras can then be traded to other Civs.
-Certain Yields will have special uses, such as Ore, explained below.

Connected Bonus XML moddable effects

-Increases Max Population
-Increased Sale Price
-Production Modifiers
-Faster City Growth
-Free Unit Promotions for Professions
-Allows Improvements
-Allows Buildings

Food Changes
For this change most average plots will only give two food, thus initial cities that are not built around tiles with extra food, such as River Plots will only be able to support cities with multiple Farmers. Mass production of Food allowed Villages to grow and also allowed for specialized Trade. A potter could open a pottering business only if he was able to focus on Pottery and not have to worry about growing food. He thus then sold his Pottery and bought Food. Only with a surplus of food was this kind of specialization accomplished.

Ore Changes
There will only ever be but one type of consumable ore, called Ore. The “type” of ore you have depends on the hierarchy of Bonus Ore you have connected to your Cities. Different types of Ore give your Units different Free Promotions when they select a Worker, Military, or other Outdoor profession. The hierarchy is as such:
  • Copper
  • Bronze (Only if you have Copper and Tin)
  • Iron
  • Steel (Only if you have required tech for Steel plus Iron)

When you create a Unit with an Outdoor profession it will gain a Promotion depending on your Ore type, such as Copper Weapons: +10% Strength. If you lose your Bonus resource that unit will still have the free promotion, however, any new units created will not gain the Free Promotion. This will help cut back on the need to have so many new Yield Types as well as cut back on Micro Management.

Connected Bonus Effects and Bonuses from Natives
To Receive the Bonus’ effect you need but one that is connected to your Cities, either through your own Trade Network or through Trade with another Civ. To gain the Sell Price Bonus at a Trade Screen market you need a Port City connected to the Bonus if it is a Sea based Trade Screen, or Connected to an access plot by Routes for land based Trade Screens. Perhaps you will need a Market in your Cities to gain access as well. Some Bonus resources are gained from native villages, such as Pepper. If you have a trade network connected to a native village that has Pepper, you can negotiate a Trade deal to gain Pepper as a Bonus resource. Pepper Bonus will greatly Increase Production of Luxury food. Bonuses that can be traded from Natives will be displayed on the Village’s billboard.

Other Bonus and Yield Changes and Examples

Most Bonuses will give its normal +1 or whatever production bonus to the plot they are on.
  • Pepper- Increases Production of Luxury Food
  • Wheat- (Replaces Corn) Gives a bonus of +1 Food on plots with 2 Food for connected Cities. +1 Max City Population
  • Barley- Gives a bonus of +1 Food on plots with 2 Food for connected Cities. +1 Max City Population
  • Wheat & Barley: You only receive one such +1 Food Bonus, but if you have both of these you gain a Synergy bonus of 25% reduction to City Growth Costs
  • Cotton- is No longer a Yield, only a Bonus Resource. It adds a Sell bonus to Cloth, if Cloth can be sold for 10 gold each, you will for example gain a 20% bonus income so that Cloth is worth 12 gold each. This only applies if the Trade Screen or City you are selling to is in your Trade Network.
  • Silk- Is No longer a Yield but adds a Sell bonus to Coats, as mentioned above. Can be traded from connected Natives
  • Dye- Adds a Sell Bonus to Coats and Cloth
  • Fur- Adds a Production Bonus to Coats
  • Grapes- Means you have exceptional Wine and get a Sell Bonus
  • Crabs and Fish- +1 Max Population
  • Game (Deer )- Bonuses to all Hunting activities. This will include any new Features where you can auto hunt game areas. Bonus to Hides production
  • Granite(Stone)- Increases Production of all buildings and Improvements requiring Stone by 50%, cost to build Paved roads is Halved
  • Cattle, Horses, Sheep- since these Resources are Creatable they will work as Normal. Or perhaps, if you have Bonuses of one of these it allows you to build Improvements such as Cow Pens etc. in any of your Cities.
  • Wine and Ale- Glass Making Tech increases the Sell Price of these items regardless of trade Network
  • Incense- adds a Production Bonus to Religion
  • Leather Armor: is replaced by Light Armor, produced from Hides, gains a Strength bonus from Techs, see below.
  • Light and Heavy Armor- The different types of Armor could be replaced and function much like Ore. Armors gains a Bonus from the Type of Ore you have access to and also from Certain techs. Like after you research Chain Mail your Heavy Armor and Light gains a Bonus, after Plate Armor techs your Heavy Armor gains a bonus.

To Help take the place of Cotton and Silk we can introduce new Professions

Jewelsmith
Turns Ore into Ornaments
Ornaments are a highly prized commodity and have a great value.
Connected Bonus Resources:
Amber: Increases Production of Ornaments
Gold: Increases the Value of Ornaments
Pearls: Increased Value of Ornaments
Amber, Gold, Pearl synergy bonus: Increased Fealty production

Pottery
Turns Clay into Pottery
Connected Bonus Resources
Porcelain: Increases sell value of Pottery

Help me think this through and come up with all the Effects, Pros and Cons...:confused:

AND Total Size.

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With all the recent removals and changes one would think the mod's size should be decreasing. But it's in fact getting larger. It's current size is 1.72GB up from 1.61GB a few months ago.

This raises the question: With the recents changes have "old, redundant, and no longer used" files been left in the mod base?

Perhaps some clean up is called for?

JosEPh

Not Able to play france earth 1942

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As soon i start the game as france ,the game crashes while processing first turn (not noted on which players turn).This happens with any civ except when i play germany or america

Mod version v3.7 for bnw
data files v4.0
no other mods activated

new screenshots 9/16

[BNW] Crashing on UK's turn

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i have been playing earth 1942 as germany. it keeps crashing regularly
it crashed at about 6 turn, next i time kept on quicksaving which led me to turn 29.
then it crashed. Actually i hadn't saved from turn 26, and forgot this three times, so my game crashed 3 times on turn 29 and reloaded from turn 26.
this time I kept on saving till turn 33, then it crashed.
I reloaded it and it still crashed.

I think some unit is causing a bug because i was able to survive crash before on turn 29, maybe by unintentionally differing in using units.

or may be i am wrong.
plz help..
the game is very interesting at this stage.

red ww2 mod v.37
data files v4.0
Thanxx in advance

ALSO I DON'T HAVE A STEAM ACCOUNT OR IGE.
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