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This affects all civs in the game.
Are there problems with download?
Yes, it should.
Glad to hear that :) Thank you for your post!
(this 1,000 character limit is... limiting)
So what are any boons from having a large empire? Only Faith and Production scale well now. Even the Domination victory condition requires us to take only the capitals. Three cities with City State support will be always better off economically than 15. And with the times of research like 5-6 turns (late empires can easily generate around 3,000-4,000 science/turn with wonder support, Academies and Freedom) it's still 100bpt for a city to be effective.
Yes, I made a silly mistake with 500bpt, thanks for pointing that out.
But consider the following facts:
- each city increases policy costs by 10%
- each city takes from a shared pool of Global Happiness
- each city increases tech costs by 5%
- Gold income was severely cut down in BNW (no Gold from rivers, oceans, rigid 10 Trade Routes per empire max in end game without wonders), meaning that most cities won't even generate Gold without far City Connections
- Culture income was severely cut down in BNW (all Culture buildings save Monument have now a base of 1, real Culture is now generated by random Landmarks and Great Works which tend to cumulate in capital)
- conquered cities lose 50% of the population and a lot of buildings, it will take them a lot of time to become profitable.
we have a big capital and the select few cities producing most of the stuff except Production and Science (nerfed now). Ugh.
Your maths is right but skipping the main point.
If it costs 10000 then each city adds 500 to that, however say you've got a base rate of 1000bpt then that tech takes 10 turns to research. That means that you need to make up that 500 over the 10 turns to balance out the modifier which is only 50bpt. Otherwise even building 2 cities would be absolutely crippling if you had to generate 500bpt to match it, it would be 100%+ increase at times as that's only 20 turns which isn't altogether uncommon for a tech.
If it's classified as Huge then it should. I'll test that.
If you don't have BNW then you don't NEED this mod at all :P
Are you playing vanilla Civilization V, or vanilla Brave New World?
The problem with your calculations is that the COST of technology is increased by 5% per city. So if you have 15 cities in the endgame, and a tech that costs 10,000, the total COST penalty is 75% of 10,000 - that is, 7,500 tech points (still 500 per city).
"Endgame techs cost about 10,000, so with 5% per city, you have a 500 points penalty per each one. You won't have 500+ science in each of those 15 cities. So in summary, you lose a LOT. Endgame teching slows to a crawl." I think you're calculating it wrong. Most cities are still worth founding if you can generate 5% of your total beakers per turn in that city. Most good empires will generate something like 1000bpt in the early late game. 5% of 1000 is 50, which is a lot, but totally achievable for a not-shitty city.
Yeah i read the civfanatics forum almost daily. and I have been making my own mod with my own tastes and combining other mods i like into one, but I dont think I will release it. I'm on the same boat with you only a few hours of modding I've mainly been doing buildings and units though. Thanks for the advice.
I think I saw the variable for culture penalty somewhere, most probably in GlobalDefines. As for tips, I'd recommend:
1. Playing the game a lot in different settings/civs/victories to check out what works and what doesn't.
2. Reading stuff on civfanatics forum, they have great tutorials, advice and info. Learning from smarter people always pays up.
3. Checking out game files to see what options there are, for example in XML schemas.
4. Having a good idea for the mod. It sounds easy but it isn't.
5. Thinking small. Since Civ5 mods are modular (unlike CivIV for example), they work best when they're focused, doing one-two things at a time.
6. Remembering about support. Bugs, new patches, new versions, etc.
My few cents. Of course I have a whooping few hours of CIv V modding experience, so take this advice at your own peril :)
In the endgame too? Endgame techs cost about 10,000, so with 5% per city, you have a 500 points penalty per each one. You won't have 500+ science in each of those 15 cities. So in summary, you lose a LOT. Endgame teching slows to a crawl.
Heh, I didn't even know about Rakata, I'm more of a Star Trek fan myself. Yes, I've read some Expanded Universe stuff, but that was mostly Thrawn's Trilogy (which was quite good, I might add).
So did I, lol
Maybe it's cache.
Happiness penalty is nice and adds to the game. Plus all the mercantile City States, luxury resources, many policies and buildings would become completely useless. I do have an issue with Global happiness though, but I really don't know if I can even do it yet (I'm just a Civ5 modding beginner).
@Blackbeard
It doesn't make sense for it to work with either Vanilla or G&K, because they already have 0% tech-cost-per-city penalty which I find quite sufficient. Plus they lack the required XML field so nope.
@all who said kind words
Glad you like it :) Thanks.
I left a 1% penalty in place to keep something from the original developers' idea. Let's say it represents some costs involved with coordinating all those research teams :) Feel free to change the values in the file to 0% if you want though, after all the most important thing is to have fun.
Thanks!
There could be something wrong, I also had problems downloading it. Uploaded a repackaged version, now it should work fine (downloaded for me).
Actually I have been born in a sprawling metropolis of 20,000 in rural and picturesque eastern Poland, in communist era. Ah, the good times, when some streets had been blocked at 6 PM so herds of cows could go back from the river... good times indeed. A sight of asphalt littered with cow refuse is something never to be forgotten.
Thank you for the kind words. I made this simple mod for myself and decided to share it with people in case someone would find it useful. It's good to hear you like it.