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LStanley
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Lubbock Texas
Sep 2004 time: 23:22
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for the science values ... you might want to take a peek at the gamefiles I edited..
I scaled the upgrades 4x ancient age 8x for mideval 16x modern, 32x digital, and 64x for diamond...
sounds wacky yes, but it actually works out.. trust me I've played it through many times against the computer, and it allows on avg, about 150-250 turns for fighting between ages, and makes the production and use of troops in MASSES MUCH MUCH MUCH more prominent..
basically... I scaled it 2x/per age over the 2x inital to almost make it un-wanted to advance an age early on... it gives you a BIG boost (namely because of the cityexpansion I was running upgrading the villages) but it seriously would hurt you on the ability to produce various troops, and buildings while you ran for a higher tech base.
I also balanced the city expansion mod quite a bit... as for running up ages on ages alone would more than double your science/gold/production outputs... now its about a 100% -> 120% difference
also took off the part of the citymod that gave a defense bonus for placing troops in the villages.. yes they still heal each turn however... I'm working on finding that part and removing it too..
I'm not encouraging you guys to use the citymod... but its simple to input the one slic file, and copy the 120~ lines at the bottom of the cx_tileimp text into the tileimp.txt file...
with the tile improvements costing 2/3/4 times the cost to place... the free villages with a bonus of production and commerce at a slight cost on food... will be a big bonus thats cheaper than building direct improvements, and pillaging them reduces the tile to 0/0/0 and makes the villages of your towns a BIG PART to defend 
I know you guys pulled off the goodie huts, and yes I understand because its a RACE to go get them and get technology/cities free from them first....
but I made them a little more dangerous to dig in... bout 75% of the time (scaled on diff level) you will find LOTS of barbarians in the huts, that are of a harder skill level, not as hard as say your best units no... but yes they will decimate a single troop digging in a hut HOPING to find a technology advance.... since the huts are as DANGEROUS to open as they are..... I left the chances for cities the same, reduced science adv. chances (because science is so expensive) and about 10x'd the gold findings.... so rather than find 320 gold ( YAY ) you find like 4500 or so gold enough to build a city advance or two.. 
basically what I had done was,
a- made technology more of a "what can help me the most NOW" decision than a "what do I want now eenie meenie miney mo" decision... and on larger maps the massive scaled increase on science requirements will work even better because of the gigantic empires...
b- incorporate the cityexpansion mod (scaled down about 75% on the tile bonuses, and set the villages to actually have a difference on output depending on the tile they are placed on, so villages on plains are more production than villages on grassland, but the grassland has more food.)
c- Made the huts less of a race to find, more of a challenge to take
I'm gonna look over the files you guys had attached to hide the graphs I LIKE that idea... and figure out how to incorporate it with my stuff 
btw... Maq has the zip of files and they are posted in the "deathstar is a cheater" thread... urgh... hate to refrence that.. but that is where they are...
if you wanna play around with them, there's a savegame there too... just look past the 8.9million gold and **** he had... (damn cheater)

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Maquiladora
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quote:
I scaled the upgrades 4x ancient age 8x for mideval 16x modern, 32x digital, and 64x for diamond... |
Thats a good idea
It does tend to happen, even with x5 slower science, that we eventually level out at about 5-10 turns per advance after you have many good sized cities, but the turn length before that is 15-30 turns per advance. The longer the turn length the more it allows for maximizing the wages slider, which is interesting gameplay and can seperate players more on their choices, rather than the land theyre given.
Should we test this for the 2v2?
quote: I'm not encouraging you guys to use the citymod... but its simple to input the one slic file, and copy the 120~ lines at the bottom of the cx_tileimp text into the tileimp.txt file... |
Im not keen on adding any extra SLIC though, if we ever did have a crash and we didnt know why, that extra SLIC would be in the back of our minds, and we'd be kicking ourselves for adding it.
The biggest thing to balance in CtP2 (that Im sure youve noticed) is that with better production you can do everything better, you can build more troops to explore (which means you capture more huts) you can build more farms faster, you can build more commerce improvements faster, you can build buildings in cities quicker, you can build and support bigger military. So at the moment we're trying to fix that with the terrain.
We decided to get rid of goody huts because they involve luck, and when all 4 players are as close as we always are, it can ruin the game if someone has good (or bad) luck. You get enough random chance with the land so.
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Maquiladora
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Yeah smaller maybe like?:
Ancient x4
Ren. x8
Modern x12
Genetic x16
Diamond x20
I also made the other changes you both mentioned,
quote: Forest
Add cost 800 > 600
it was changed from 200 which was too low.
Swamp
Add advance industr. rev. > agri. rev
Remove advance industr. rev. > agri. rev
this way you can terraform them sooner at the same time as desert, jungle, forest etc. |
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Toni
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Just to confirm that i will be here, starting 11gmt on friday.
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Toni
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Just to check your statues guys.
Barley, Maq you haven't confirmed for tomorrow? Are we playing
Friday 11:30gmt
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Maquiladora
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Yeah ill be there......
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Maquiladora
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Perhaps we should make it Saturday then? Im not sure about Barley but these start times arent good for me. It seems EPW has appointments he cant change for an earlier game on Friday so Saturday with a possible Sunday would make sense for all.
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Toni
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Yea i agree with you Maq that it gets too late for you guys then. But what if Epw makes it earlier like 11:30 somehow, we will miss the Friday game.
But no problem if you guys wona make it Sat, say 7gmt? or earlier.
I'm good for a game anytime this 3 days.
Any chance Epw you can be earlier then 12:30??
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Toni
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Ok Epw np, i still can play atleast for around 4+ hrs after Epw shows up tonight.
But if you guys feel better starting tomorrow Sat at 9gmt? And hopefully continuing on Sunday. I'm fine as well.
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Maquiladora
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Id prefer Saturday, or any day that is an earlier start after this week.
If Barley posts before we play tonight saying he'd rather not play so late tonight then we can cancel it, if he doesnt post then ill be on ICQ at 12:30.
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Toni
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Ok Maq, lets see what Barley does.
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Toni
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Just spoke to Barley he is good to go at 12:30 tonight, he said that this was his only available day for us to play this weekend.
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Maquiladora
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Same for me Toni. Just waiting for other two to tell us time.
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Toni
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Wow great job there Barley, ok i can play tomorrow Sunday as well.
8gmt ?
Epw?
Maq?
BArley?
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Toni
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6gmt is fine as well for me Barley, so make it 6gmt tomorrow
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Maquiladora
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Hm I thought we werent playing tomorrow?
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Toni
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Barley says above that he can now.
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