The quests one makes sense. Anything that gives the player agency and choice... assuming your implementation means that the player can effectively choose what quest they want to activate and pursue.
Are you happy with RtR?
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That is the goal
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
Yeah, that sounds great. While you're working on it would there be any chance the interface could tell us what the rewards will be so we don't have to go search Civfanatics?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I will try that. But developing the actual quest advisor will be a longer project. I made just add the event/quest split with no random quests first, as that is easier to do.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
It looks like survey responses have dried up - you can see what everyone wrote here:
https://docs.google.com/spreadsheets/d/1...1654610987 I've rated all the none-standard responses in line with the others, so whatever you answered the spirit of your response is accounted for. Then I scored each answer, for everyone and for RtR players, with worst giving -2, Bad = -1, No opinion = 0 Fine = 1, Great = 2. The outcome column gives a result where the score is + or - 7 for the RtR players. The upshot looks like this: So if anyone feels strongly and wants to argue for the debatable items let's hear you: 1. Towns act as forts for boats and air units [no lean either way, so hopefully someone will argue for this one] 2. 5 turn peace treaties/resource trades [lean revert to 10t treaties] 3. Barracks give culture [lean keep] 4. Temples on Meditation instead of Priesthood [lean move back to Priesthood] 5. Traits have bloated since v2.5 (ish) (reverting would mean FIN loses +35% production of Library, Market; CRE goes from +35% to +100% production of Library, Observatory; CHA loses +100% production of Colosseum, +35% production of Library; IMP goes from +50 to +60% settlers, loses -10% city maintenance; IMP loses +35% production of Bank, University, -15% civic maintenance but gets it's bonus back for 'mids) [lean keep pb49 traits] 6. Privateers need Optics & Paper not Astronomy & Chemistry [lean keep]
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
As far as the traits are concerned, the biggest bloat to me is definitely the ticky tacky civic/city maint bonuses that AGG/IMP/IND get. There has to be something a little more interesting than any of that.
Barracks giving culture is a nerf to creative and a buff to agg. Trivializes early game culture, might as well have granaries give culture... Just get rid of it.
Towns should not be giving defensive bonuses. IDK about the pillaging, or naval movement, but it can provide cover to advancing enemy troops. It's kind of dumb.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman (August 25th, 2020, 19:02)Borsche Wrote: As far as the traits are concerned, the biggest bloat to me is definitely the ticky tacky civic/city maint bonuses that AGG/IMP/IND get. There has to be something a little more interesting than any of that. Rather than trying out something new at this point would just removing the bonuses do the job? (August 25th, 2020, 22:46)GeneralKilCavalry Wrote: Barracks giving culture is a nerf to creative and a buff to agg. Trivializes early game culture, might as well have granaries give culture... Just get rid of it. Yeah, wasn't buffing agg and nerfing cre part of the reason for that change? Are those traits in a place where they can take the nerf/buff that removing the culture would be? IIRC towns and forts don't give defence bonuses in enemy culture. Edit: the only reason for having towns act as forts was to let you hook resources under the indestructible monstrosities. They'll go back to being pillageable now so IMO no need for this change and all the unintended consequences (50 airships stationed around one city and destroyers sailing through the land like it isn't there).
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I enjoy barracks giving 1culture. Gives more variety for early culture than having to tech mysticism for monuments, or tech writing and well... libraries arent cheap.
I dont really see it as much of a nerf to CRE. CRE gives border pops in 5t without anymore investment than just settling the city. No whips, chops, ect. IND imo, needs the buff that something like Civic/city maint bonus could give. Plus it kinda fits the theme. Industrious should have the better maintenance due to their better made buildings/ect.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48. |