The other spell that's way too complex in my opinion after Power Link.
Do we really need the two different cooldowns?
Wouldn't it be better if it was 1 year after every cast?
Do games even last long enough for the 3 year cooldown to regularly expire, especially more than once?
Obviously the current version is more balanced but maybe it's a bit too balanced, is what I'm thinking.
I have published Roland MT-32 music packs for 1oom! There's some limitations and testing is urgently needed! Please see the documentation here: https://github.com/starslab/1oom-roland
My own experience and one report (from the main 1oom thread) suggest the game picks up some amount of random crashiness with this enabled. Yesterday however I played for hours without any crashing, so whatever's happening is really.... fickle.
Another idea that was sitting on my todo list for a while.
What?
A passive ability for units that makes the tile they are standing on untargetable by hostile overland spells.
(definitely not in combat though, that would be almost as good as magic immunity)
Why?
Because it's difficult to protect ores or other resources as is. Your only options are diplomacy (not go to war with anyone that has chaos books), denial of scouting, and corrupting your own resource until the end of the war then cleaning it up.
Why not?
Because it could also protect armies from Fire Storm, or cities from city curses. However we can easily circumvent this if we make the ability only affect "terrain altering spells".
Which unit?
I see several possible viable routes.
1. None. It would be a mod exclusive ability that's not on units by default.
Otherwise, Life benefits by far the most from the spell (as it relies on normal units a lot) and Nature the second most (as it can create them by Trransmute) which means...
2. Fire Giant. Chaos is already kinda assigned to be the realm to protect resources through Corruption and an uncommon creature in the same realm makes sense, this being the only one that wields magic already (fireball spell).
And finally the not so good options :
3. Unicorns. Traditionally associated with protection and being reliant of clean, pure environments. However this is bad for game balance, and should be avoided as it's a Life spell.
4. Water Elemental. Makes very little sense why they'd do it but it's the only uncommon Sorcery creature and Sorcery is the "protection from bad magic" realm.
Of course, not implementing this ability is also a possible outcome as we've already discussed many times that the destruction of these resources is intended to happen frequently as an indirect balancing mechanic (ultimately the ores are a major luck factor in the game, they shouldn't be too reliable and should require effort to keep protected)
Quote:Whenever another player casts a weak overland spell, if the base cost of that spell is below 100, gain 4 times that much power at the end of that turn, or if the cost is below 500, gain 500 minus the cost. The link misdirects the effect of Drain Power and Spell Blast, countering those spells, and has no effect on spells costing 500 or higher, or during Time Stop.
New text :
Quote:Whenever another player casts an overland spell, the smaller of 500-x or 4x power is generated in your linking pool four times, where x is the base cost of the spell. The linking pool can hold at most 10000 power and each turn, one third of the stored amount can be extracted as power income. Power Link has no effect during Time Stop and counters Spell Blast and Drain Power.
What this change can achieve :
-Still generates the same amount of power on each spell but much easier to understand, especially for the player playing against the spell ("I just need to make sure either of 4x or 500-x is a small number")
-Power gained is added over time, smoothing the historian graph
-There is a cap so a higher player count can't push the amount gained over 3333 each turn
-But with smaller player counts the spell does not lose its edge for being punishing to anyone spamming a lot of cheap spells (They'd need to fill up most of the 10000 pool alone within a very low amount of turns to hit the cap)
-Very minor nerf to the spell overall. (On average you are gaining the power with ~2 turns of delay)
-As a downside to simplify it this wording comes with the inherent assumption that whenever the gained amount would be less than zero, nothing happens, instead of explicitly saying "no power is gained on spells over a cost of 500)
Also, do we absolutely need the "counters spell blast and drain power" part?
This was included to retain the original functionality (your spells and spell economy can't be countered as the cost during Suppress Magic makes these spells not viable to use) but...with the amount of power gained, being vulnerable to Drain Power is probably better for the overall balance and Sorcery already counters Spell Blast via Time Stop. It also isn't able to prevent Spell Blast on Spell of Mastery because there is plenty of time to dispel it and you can't recast.
I'm also unsure if we need the "Time Stop" part? It's pretty obvious no one can cast spells while you stopped time and if someone else did then...is it really necessary to make them excluded from the spell's effect? Even in worst case scenario they can only fill up the pool to the cap so we don't need to worry about overflow?
If we also remove these parts, the final text would be :
Quote:Whenever another player casts an overland spell, the smaller of 500-x or 4x power is generated in your linking pool four times, where x is the base cost of the spell. The linking pool can hold at most 10000 power and each turn, one third of the stored amount can be extracted as power income.
"Linking pool" is used due to the spell's name but maybe a different name would be better. I don't want to use "power pool" as it would be easy to think it's the same as your power income. However "linking" as a word is already used in Linking Towers which via casting skill are indirectly related to the skill pool and would be completely unrelated to this spell.
Hello, I am going to be on a trip and away from internet from May 25 - 30 and am looking for someone to cover my turns for PB69 during this time. You'll be playing Pacal of Mali. In general players have empires with city-counts in the low teens and tech era is somewhere around Medieval tech era.
I'll have instructions for what to do as we get closer, but I'm just looking for someone to hold the fort down until I get back.
Introducing - Caster of Magic Uncluttered Have you ever noticed that Caster of Magic heavily encourages mass-recruiting mediocre cheap units and allows AI to have extreme army sizes blanketing the entire strategic map and leading to numerous inconsequential battles?
This mod attempts to minimize 'war of attrition' gameplay via economy and military rebalancing, particularly aimed at AI, resulting in a significant reduction of recruitable units in the late game.
Some of the balance tweaks partially follow 'Warlord Lite', but this mod does not create any new content.
Agares whispered to you, promising your wildest dreams - access to the gems of creation, to shape your land as you wish. But he demanded a price - isolation, limiting your ambitions to one city. You yearn to demonstrate your mastery from this ivory tower, to utterly surpass the sprawling civilisations around you.
Special rules:
This scenario is a one city challenge where you get to choose your land. You may design the 3-ring city radius of your starting location as you desire, with just a few limitations.
You're designing only the base land, not any improvements like farms or towns. That includes unique improvements!
Flood plains or oasis may only go on underlying desert tiles. (No 5 food grass floodplains or oasis on turn 1.)
Flood plains or oasis may not contain a resource, unless that resource would normally appear in the desert (gold, incense, salt, copper, iron etc. - but no corn or wheat!)
No forest on water tiles. Forest may go on any land tile. Not ancient forests though!
No goody huts.
Further notes:
Don't forget the city centre square.
Other than flood plains/oasis, there is no limitation on resource placement.
You may choose water to make your city coastal. (One water tile diagonal from the settler will make a lake, not ocean.)
You may also choose lakes (remember a water tile orthogonally touching ocean will become ocean itself, not lake.)
Every tile is riverside. If for some reason you don't want rivers, you can remove them.
Outside the city's fat cross are available certain strategic resources: gunpowder, mithril, four mana, typed metamagic mana, reagants.
No other resource is reachable, so what you choose is what you get. Remember that some late-game units can require unusual resources! Note: on Extramodmod some towers take five mana - so plan around where you'll get your fifth from if you're aiming that way.
This game is played on ExtraModMod, which incorporates Multiple Production Mod, meaning that more than one unit/building can be built in a turn by a high-production city.
Scoring
This adventure is about toying with the AI and demonstrating your manifest superiority. As such, the scoring is as follows:
+1 point for every technology you know that nobody else does.
-1 point for every technology known by any other civ but not by you
+10 points for winning the game, or otherwise 5 points for playing to completion (if you lose) or for 200t
+5 points for fastest victory of each type, and a further +5 points for the fastest victor of any type
+2 points for rescuing Brigit
+8 points for winning by conquest without ever capturing or razing an opponent's city
+1 point for every resource your city has access to on a turn of your choice - whether provided by tiles, buildings, or acquired through trade
+1 point for every religion your city is the Holy City of
-8 points for each edited tile that accidentally violates the rules above. It's not expected that anyone will incur this, but this allows a remedy for scoring without disqualifying an entire game.
If you have any queries about the rules, please post them below.
Please also take a screenshot of your city on turns 100, 150, 200, and the last turn for bragging rights - we will be comparing commerce, pop, and hammers. If you've won the game before then, that's it's own form of bragging.
SETUP:
To save the sponsor's sanity, we're going to have you simply design the land yourself in Worldbuilder from the starting save. It's unavoidable that you'll see the map in doing this, but that's not a big deal in a one-city challenge and with no goody huts. Please take a screenshot of your edits on t1 in case any questions arise. Make sure not to edit anything outside the 3rd-ring radius of the starting location, and not to enter Worldbuilder again after turn 1.
As you might realise, this scenario owes a debt to Adventure 48, but adapted to FFH2. As one's civilisation affects how you can use your land in FFH2, there are three separate saves available: with the Kuriotates, the Svartalfar, or the Lanun.
Alternative starts:
Installation: as noted, this Adventure is played on the ExtraModMod game mode. My summary of changes, including links to the changelog, can be found here. Please find the installation instructions here.
Closing Day: July 14, 2023. You may post your results earlier than then, but please don't look at anyone else's threads until you've finished.
long time no see. I recently picked up civ 6 on sale and found the gameplay fun and the AI weak, either effortless or tedious on high difficulties. i'd be interested in a game against other players, preferably greenish. i can possibly draft a friend to play but his presence would be unreliable and also i dont think he'd be very competitive unless he was on my team and i was giving advice
signups so far:
greenline
ljubljana
proposed settings
script: pangaea, map balanced to the extent any mapmaker willing to put in
world age: new
rainfall: standard
resources: abundant
no city states
barbs on
3-5 players
pick selection: randomized groups of three, with dumb civs (scythia) excluded. plus 1-2 allowed rerolls
- DoF blocking allowed with no restrictions
-- Embarked units supporting naval fights - no restrictions
- - Banned wonders: Venetian arsenal, Statue of Zeus
- Banned pantheons: Religious settlements
- When a DoF is offered it must be accepted or rejected on the same turn. This is because there is no way to retract a DoF and the player who received the offer can hold it and accept it at a later turn, which will start the 30 turn timer from that point - something that the sender may no longer wish.
- No tactical DoWs regarding Australia, Persia, and India.
- Ending turn with shift-enter is not allowed.
- Work ethic - banned completely
For AI Survivor, there's been some interest in how AIs pick there tech. This thread is an attempt to make this slightly more comprehensible. However, this calculations is VERY VERY long and complex and also very abstract - because Civ 4 was heavily designed for modding and the tech valuation has to consider that.
Here's what I plan to do:
Part 1: The first posts will be raw bits of the formula translated into something most people can probably understand. They will reference things from the various XML files, largely. I will put these up a few at a time as I dig into specific sections of the function. This will provide a method for following along with the AI, but you won't see things like "How much is pottery worth to the AI?"
Part 2: After that, I will follow on with listings of interesting techs in situations people are interested in - like early tech choices and worker paths. Here the idea will be to provide an actual number for the game techs, or at least a simple way of calculating it based on the AI's situation. This section might include intermediary values for things like Improvements.
Part 0: Terms
AI Yield %: The amount an AI desires a particular yield. This is 100% for Food and Commerce, and 110% for Production. Production is further boosted by 6.6% every age after the Classical Age
AI is in Financial Trouble when it's total maintenance is more than 60% of its beaker+gold income. It's allowed to go higher during wars, up to 72%. An AI in Financial Trouble tends to value commerce more highly.
Part 1.1: The Basics and FLAVOR
Tech Value is calculated anew every time the AI thinks about choosing tech (generally only when it finishes an existing tech). This includes things like random rolls, which are redone each time.
1. Tech Value starts at 1
2. Pick a random number between 0 and 2000. Add that value
3. For every flavor the tech and the AI shares, add 20 * the product of the AI's flavor emphasis and the tech's flavor value.
Okay, we started easy, but it's about to get REALLY mathy.
@Seravy, just a question. I see that Slitherine has continued to work on MoM and has released a 'modern' version that includes a lot of graphical updates as well as hex maps and a few other things. Just wondered if you were involved with that at all, and if they'd included your improvements to the mechanics? Because if they just did a graphical update to the original game, it's just going to be prettier but have all of the old game-breaking mechanical issues.