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Post by Avogadro on Mar 29, 2006 13:48:30 GMT -5
Once the patch is out I would love to see someone mode a QC scenerio (2 times food, 1/2production cost, 1/2 technology cost).
This could remedy those who wish units were more numerous and such.
In fact to have a mode recreating the civ3 atmosphere woule be quite entertaining to many of us vets who don't change their socks too often. ;D
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Post by Canucksoldier on Mar 29, 2006 19:06:24 GMT -5
You would likely have to tone down the city maintenance as well, or you'd go broke making to many and cities and units CS
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Post by Tony on Apr 6, 2006 20:05:54 GMT -5
nah you wouldnt, if worker actions are carried out faster which they are in C3C QC.
On top of that youll have civics and techs in no time, which help.
Some people already complaining you hardley get to fight with any units beacuse they are out of date once you get there. This would make the problem even worst, imagine you send a stack of Axes, and they are greeted by knights.
But saying that i think it a really cool idea in certian situations, imagine ... 4v4 ancient 90-100 turns TBG QC, that would actually be pretty fun. Would stop, the 120 turns of choking BS!!
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Post by DrShot on Apr 6, 2006 20:18:41 GMT -5
This would make the problem even worst, imagine you send a stack of Axes, and they are greeted by knights. Would stop, the 120 turns of choking BS!! Try changing game speed from quick if you no longer want the axe/ knight issue. Choking? I have yet to see anyone try choke a civ... well not since c3
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Post by friedrichpsitalon on Apr 18, 2006 7:29:27 GMT -5
I'll see what I can do. UU Madness should be ready in the next day or two.
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Post by Avogadro on Apr 18, 2006 11:35:04 GMT -5
nice ;D
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Post by Ellestar on Apr 18, 2006 15:02:33 GMT -5
Double food? That's crazy. So there may be 12 or even 14 food from a resource, 4 food from a grass and 6 food from a flood plain? Almost everything is twice as fast in that mod, including city growth but not food production per square. I changed only quick speed though. rapidshare.de/files/18349739/Insane_Speed.rar.htmlYou may edit it as you need, there is only one xml file with self-descriptive variables. Extract it to any mods directory (either \<civ 4 folder>\mods or \My Documents\My Games\civ4\MODS).
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Post by Tony on Apr 18, 2006 18:54:22 GMT -5
It sounds crazy, but it actually worked fine in C3C, cows were like 8 food and 10 irrigated, or something like that.
The whole idea behind it is to have a hyper speed game, epics were about 110-120 turns. So with such short games, your cites have to become massive really quickly, or it just wouldnt work.
Even worker actions were sped up, so land development was super speed, it was sped up in every way.
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Post by Ellestar on Apr 19, 2006 2:04:14 GMT -5
Ok, double food will be Soon™. No, i don't work in Firaxis so Soon™ means this evening instead of next year ;D I made a script to automatically chage numbers, i just need to run it so to change 1.62 xml files (i have only 1.52 ones at work and i can't test if it works without errors anyway). Should i turn off double growth? Double food should be enough i think.
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Post by friedrichpsitalon on Apr 19, 2006 7:10:07 GMT -5
The important aspects of Quickciv were:
Food production was doubled (That was the only way growth was increased, unless I am sorely mistaken - I was the assistant designer for the original QC) This led to faster city growth.
Production costs were cut in half for everything - including buildings. This last was important as it made many structures more appealing.
Commerce was doubled. This led to faster techs. I don't think the costs were cut in half, actually.
There "minimum of 4 turns" cap WAS pulled off techs. This was actually probably the most pivotal part of the system.
No changes were made to unit maintenance; this actually led to an interesting problem of trying to find SOMETHING to do to avoid flooring yourself with units - and made many neglected structures even more valuable than they were as a result of increased commerce.
If you were going to implement it for CIV, I'd say to do all of the first three factors, but not make any changes to research. I also probably wouldn't increase the chop yield of forests, as this might lead to the old "Chop for the win" issues.
If you're worried about the effects of food resources, I'd still say to test it first. Food resources are pretty plentiful. You could simply reduce them to fix the problem, too.
QC can be a lot of fun, despite how bizzare it sounds at first. Just make sure you do it right; if you leave out certain aspects, the scenario can get "out of balance" - in the sense of too much of one thing without the others - and it becomes not fun very quickly.
Sorry, QC's my baby, had to expound on it a bit if someone else was going to mod it up. ;D
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Post by Ellestar on Apr 19, 2006 8:17:13 GMT -5
Sorry, QC's my baby, had to expound on it a bit if someone else was going to mod it up. ;D Then i'll provide a files with double food and commerce from terrain titles (it's only one more function call in a script if we double commerce as well as food) and you'll mod everything else as you see fit if you know how to do it the best way.
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Post by Avogadro on Apr 19, 2006 8:53:18 GMT -5
Oh yeah!!! Forgot.
Allow cities to grow while making settlers and workers. Say cost 3-4 pop for settler and 2-pop for workers.
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Post by Ellestar on Apr 19, 2006 11:42:47 GMT -5
Double food and commerce rapidshare.de/files/18416211/DoubleFoodCommerce.rar.htmlI don't know where is a modifier that defines that hills give 1 less food so i can't change it to 2. You'll probably want to change <iExtraYieldThreshold> for a Financial to 0-0-4 instead of 0-0-2 in <civ 4 folder>\Assets\XML\Civilizations\CIV4TraitInfos.xml
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Post by Avogadro on Apr 19, 2006 14:35:06 GMT -5
Can ya make my city grow while producing settler/worker?
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Post by Ellestar on Apr 19, 2006 15:47:20 GMT -5
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Post by Avogadro on Apr 19, 2006 16:11:14 GMT -5
ty Ellestar I'll get it tonight and play sp with it ;D
Now can ya start a thread and give structured lessons on how people can use XML?
You are articulate and versed in the software, be our "comp noob guru" ;D
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Post by friedrichpsitalon on Apr 19, 2006 22:50:40 GMT -5
The point of QC is to speed up the game, not modify the rules beyond that. Cities growing and shrinking does not speed up the game - it changes a core mechanic of food-rich cities being settler production centers.
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Post by Ellestar on Apr 20, 2006 1:13:07 GMT -5
Now can ya start a thread and give structured lessons on how people can use XML? You are articulate and versed in the software, be our "comp noob guru" ;D XML is a text file. Just edit it with any text editor or use specialized XML editor civ4wiki.com/wiki/index.php/UtilitiesThere is an official wiki here with some descriptions civ4wiki.com/wiki/index.php/Main_PageThere are forums with a lot of descriptions forums.civfanatics.com/forumdisplay.php?f=158Actually, you need just a common sense and notepad to edit XML files. Say, you want to make it so a city will grow while producing a worker or settler. So, you find a file with unit characteristics in XML folder. "Civ4UnitInfos.xml" name looks just right if you want to edit units ;D After that, you find a "settler" word there with a text search. In a settler characteristics you need to find something like "growth", "food" or maybe "stop" with a text search. That field will have one setting for both workers and a settler and a different one for all other units. So, <bfood> tag looks like it's what you need. After that, you just need to make a mod with your changes and test it.
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Post by Tony on Apr 20, 2006 7:40:17 GMT -5
I dont belive QC had double commerce, the tech values were simply just half of the original value.
Or you could tech at zero and make 200 gold in a couple of turn and upgrade everything. I belive upgrade costs are propotional to the cost of the unit, so if its half, upgrading will also be half.
I havnt played QC for about 9 months, so cant remember it fully.
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Post by Avogadro on Apr 20, 2006 12:22:31 GMT -5
"The point of QC is to speed up the game, not modify the rules beyond that. Cities growing and shrinking does not speed up the game - it changes a core mechanic of food-rich cities being settler production centers. " (Fried, 2006).
I could be wrong but if your cities continue to grow then after the settler is build you have more citizens working tiles and thus better production? As is now if you have a small city pop say 1-2 and are making a worker. Someone shows up, you switch and do not have time to make a warrior. But if you city was size 3-4-5?
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