v99 Arabia

Logoncal

King
Joined
Apr 25, 2016
Messages
794
Played a game as Arabia on King and got some things to point out:

1 - Their special ability is great. Too great actually. Great enough that if i leave a city of another civ and park my units next to it, i can farm units endlessly. So you can not only exploit from it, you can also suffer from TOO MUCH units as you have a unit cap.

2 - I feel too forced to keep so much uninhabited and deserted. The happiness system and scaling in this game does not combine well with your mod. I actually think that CPP's city count scaling (5-10% tech/culture increase per NON puppet city) and happiness system (based on infrastructure each city) would work much better in your mod than Civ's V botched happiness/tech system that makes Wide not just possible, but also suicidal.

3 - Sometimes i would get swordsmen. Without Iron. That wont work mate. Swordsmen cant fight without iron lol, meaning im forced to trade or force a peace with it, speaking of which...

4 - ...peace treaties in your mod are way too exploitative, maybe because Arabia gets 50 units for free at the start, so the AI gets so extremely scared they offer cities and all of their luxuries.

5 - The new culture system seems very interesting, being more like Civ IV's. The issue is that their modifiers all suck. Especially now that you took the most vital early policies and now youre left with garbage to take and Rationalism is all the way to Renaissance. This really isnt a criticism towards your mod but once again, towards Civ V's horrendous policy system buffs where you have 2 early good policies and rationalism.

I'm look very forwards for the mod. I'll be trying more starts later.
 

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Thank you!

Regarding policies there will be further improvements to the single ones chosen for governments. But Rationalism is all the way to Renaissance and that should be.

I would like to hear more, about point 2, what would you suggest.
 
Thank you!

Regarding policies there will be further improvements to the single ones chosen for governments. But Rationalism is all the way to Renaissance and that should be.

I would like to hear more, about point 2, what would you suggest.
I'm thinking that your mod would work much better with 5-10% cost increase for tech/culture per non puppet city (current is 12% PER city, puppet or not), while also tying much more the happiness towards individual cities and make it much less universal.
As i shown examples, VPP's culture/research scaling and happiness system would work better in your mod. For example, Happiness in VPP cannot go above the city's population and most unhappiness comes from yields shortages.
On the other hand, happiness sources are more limited/sparse and majority of flat happiness sources comes from very few ammounts. Happiness from luxuries is even based on civ's population.

VPP's happiness mechanic IMO is great in a sense that it lets you run more than 4 cities without suffering an aneurism. Which in vanilla Civ V, going beyond 4 cities is... a detriment.

I also think this would also aid to help the AI from expanding more often and also not destroying every single city they see, because their happiness plumetted from 10 to -10

VPP = Vox Populi Patch


But thats a take from someone that plays primarily VP rather than Vanilla. i Would recommend looking yourself some of its systems and changes and see what can fit in RFC. And, if it isnt yet, i recommend making RFC Community Patch based. Its like making your mod BUG based in civ IV. Its both a huge fix and gives you much more leeway (unless you already did integrate Community Patch then, great!)
 
These changes you say, are they contained in Lua or do they need the DLL?
Unfortunately i would have to tell you to ask de Community Patch/Vox Populi devs. This is all i can help. :/

Sorry for inconveniences.
 
Seems like they also have solved issue with civ's number limit!

"This extension to the Community Patch allows you to increase the number of Civilizations in the game to up to 43!"
 
I know that limitation, and changing it to 43 is not a good deal. 43 is too many, makes the game chaotic, and there's another hardcoded limitation that will not show the leaders. Also we need to reserve space for minor civs.
I adopted a different approach based on rotation. You can see it when you select a civ at game start
 
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