With the disappointing reception of Civ 5 [not that I've actually played it yet] and the attempt at an RB multiplayer mod of Civ 4, I finally tried to execute something I've been thinking about for a while, a mod tweaking things in the game that have always bugged me personally. I will freely admit probably not all this is might be balanced [though I did attempt to balance some previously unbalanced things], and few of the ideas I blatantly stole from Cyneheard and Krill
. I call this mod Society, because it was the first synonym for 'civilization' I could think of in under a minute.
I'm not exactly what you might call an experienced modder; I can program a Casio graphing calculator to a fair extent, and I've dinked around in XML before, but I'm no coder. I started the Society Mod by just starting to make changes of things I thought were unfun or unbalanced, and evolved as I incorporated many of the things that Cyneheard and Krill are trying to do in the RB Multiplayer Mod. The Society Mod has not exactly been tested thoroughly; basically I just made sure that everything loaded correctly [It does! Huzzah!. I'll try to do more testing in the future.
Here is a complete changelog of the mod:
Note: all changes are IN ADDITION TO; if I don't mention it, then it is still there. For instance, although it just states that Police State gives -75% war weariness, the other bonuses it had before are still there.
Some of the main concepts I tried to implement:
Balanceing The Traits
Essentially: I weakened Financial and Expansive, I made some of the other random traits a bit more interesting, and I made Protective MUCH more viable. Protective is actually a pretty potent warmongering trait now, as Sentry and Medic allows for quick and informed military campaigns; I think it would be pretty grueling to try and fend off Tokugawa [Agg/Pro] or Churchhill [Chm/Pro], let alone actually attack them.
Making Slavery Less Dominant
I'm one of those people who gets bugged by doing the same thing in a game over and over and over, so the fact that in the early to mid-game Slavery is largely the One Right Choice for almost all strategies is something that clearly needed fixing. Solution: make Serfdom MUCH more viable, and weaken Slavery itself, so that you have a military civic [Slavery] and an economic civic [Serfdom].
Killing Off Spies
I've always thought espionage points themselves can be fairly interesting in action, with trying to direct enough points to see the graphs and cities of all those arrayed against you. However, I've always hated the spy system itself. I didn't like trying to do it, as a result the AIs constantly poisoned my wells and incited revolts, and when I turned on No Espionage culture got all screwy. The Spy system is literally the single biggest factor that caused me to make this mod.
What I did was keep espionage points themselves, while effectively disably spies by keeping their unlock so late [I figure that they're not actually that broken in the very late game because things there are already so broken]. Note that I also made it slightly harder to get graphs and see cities, so that working to get some espionage points can still be useful.
So, anyway... there you have it. The zip file for the mod is attached, if anyone wants to try it out; I trust you know how to load mods.
I'd love to hear comments or criticism about any design, balance, or coding issues.
In my opinion, the mod is not too shabby for something I did in one evening.
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I'm not exactly what you might call an experienced modder; I can program a Casio graphing calculator to a fair extent, and I've dinked around in XML before, but I'm no coder. I started the Society Mod by just starting to make changes of things I thought were unfun or unbalanced, and evolved as I incorporated many of the things that Cyneheard and Krill are trying to do in the RB Multiplayer Mod. The Society Mod has not exactly been tested thoroughly; basically I just made sure that everything loaded correctly [It does! Huzzah!. I'll try to do more testing in the future.
Here is a complete changelog of the mod:
Quote:Trait Changes:
-Aggressive gives Combat I promo to mounted units in addition to melee and gunpowder
-Aggressive gives double speed Stables
-Financial requires 3 commerce for extra commerce
-Financial gives double speed Banks
-Organized gives -60% civics maintenance instead of -50%
-Expansive no longer gives a health bonus
-Expansive gives +10% production bonus towards workers, instead of +25%
-Charismatic reduces promotion costs by 40% instead of 25% [so it goes 2, 3, 6, 11, 16...]
-Imperialistic gives +3 health
-Imperialistic produces Great Generals +125% faster instead of +100% faster
-Imperialistic double speed Intelligiance Agencies
-Protective gives Drill I, Sentry, and Medic I to melee, archer, and gunpowder units
-Protective produces Great Generals +25% faster in domestic territory
-Protective gives double speed Security Bureaus and Customs Houses
Civics:
-Police State gives -75% war weariness
-Serfdom gives +1 commerce to mines, farms, and windmills
-Caste System gives +2 health per city
-Vassalage gives +3 exp. instead of +2
-Emancipation cost is none instead of low
-Nationhood cost is low instead of none
-Slavery cost is high instead of medium
-Slavery gives +10% war weariness
Unit Changes:
-Spies cost +400%
-Spies require Stealth
-War Elephants get no bonus against mounted units
-War Elephants get -10% against melee units
-War Elephants no longer require Horseback Riding
-War Elephants cost ~15% less
-Note: Ballista Elephants ARE NOT AFFECTED BY ANY OF THE PREVIOUS CHANGES
-Ballista Elephants cost ~15% more
-Praetorians have 7 str. instead of 8
-Praetorians start with Drill I and City Raider I
-Cataphracts have 11 str. instead of 12
-Navy Seals have 30 str. instead of 28
Building Changes:
-Jails give -35% war weariness instead of -25%
-Terraces provide no culture
-Terraces save 60% of food instead of 50%
-Malls provide +3 food instead of +1
-Security Bureaus give -10% war weainess
-Monastaries give +15% beakers instead of 10%
Wonder Changes:
-Mt. Rushmore now only requires Nationalism
-Temple of Artemis costs 30% less
Tech Changes:
-Bronze Working costs 25% more
Miscellaneous:
-Colonial Maintenance made negligible [or massive, depending on if I did it right]
-Corporation spreading cost is increased by 100%
-Cost of seeing Demographics increased by 33%
-Cost of seeing enemy cities increased by 66%
Note: all changes are IN ADDITION TO; if I don't mention it, then it is still there. For instance, although it just states that Police State gives -75% war weariness, the other bonuses it had before are still there.
Some of the main concepts I tried to implement:
Balanceing The Traits
Essentially: I weakened Financial and Expansive, I made some of the other random traits a bit more interesting, and I made Protective MUCH more viable. Protective is actually a pretty potent warmongering trait now, as Sentry and Medic allows for quick and informed military campaigns; I think it would be pretty grueling to try and fend off Tokugawa [Agg/Pro] or Churchhill [Chm/Pro], let alone actually attack them.
Making Slavery Less Dominant
I'm one of those people who gets bugged by doing the same thing in a game over and over and over, so the fact that in the early to mid-game Slavery is largely the One Right Choice for almost all strategies is something that clearly needed fixing. Solution: make Serfdom MUCH more viable, and weaken Slavery itself, so that you have a military civic [Slavery] and an economic civic [Serfdom].
Killing Off Spies
I've always thought espionage points themselves can be fairly interesting in action, with trying to direct enough points to see the graphs and cities of all those arrayed against you. However, I've always hated the spy system itself. I didn't like trying to do it, as a result the AIs constantly poisoned my wells and incited revolts, and when I turned on No Espionage culture got all screwy. The Spy system is literally the single biggest factor that caused me to make this mod.
What I did was keep espionage points themselves, while effectively disably spies by keeping their unlock so late [I figure that they're not actually that broken in the very late game because things there are already so broken]. Note that I also made it slightly harder to get graphs and see cities, so that working to get some espionage points can still be useful.
So, anyway... there you have it. The zip file for the mod is attached, if anyone wants to try it out; I trust you know how to load mods.
I'd love to hear comments or criticism about any design, balance, or coding issues.
In my opinion, the mod is not too shabby for something I did in one evening.
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Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller