Bare in mind, you can only build a wonder in 1 city at a time. So it's kind of difficult to get fail gold that way- you have to build it in one city, then when you're done, finish it in another. And you can only get gold from one city. It doesn't seem particularly imbalanced to me. I'd say it's a big part of the strength of the industrious trait.
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Rebalancing Civ4: RtR Mod
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For a National Wonder, one-city-at-a-time isn't an issue, if the NW isn't urgently needed. For a World Wonder, it's a little riskier, but given the potential efficiency of the payout (3g per hammer with doubler/Ind/forge/OR!), there are still cases where it's possible to do so, and would be a relatively quick build, as well. It shouldn't be that easy to control fail-gold, not if it's going to stay so powerful. And this only removes fail-gold when you intentionally set up your civ, and your civ alone, to generate the fail-gold; it still works like the regular game whenever someone else finishes a wonder.
If you want to get fail-gold out of a wonder, you can still build 90% of the wonder and stop. But you give up control on when the wonder would be finished to do so; either find an ally to finish it, or be willing to wait. I'd rather block self-fail gold than try to figure out how to nerf fail-gold directly.
RB Mod v1.35
Two changes from 1.34: 1) Fail-gold is set to zero when you're the player who built the wonder. This means that National Wonders never give fail gold, and no building-the-wonder-twice to guarantee yourself a paycheck. Otherwise, fail-gold is unchanged, and it still always gives you a message about fail-gold, just that the payout is actually 0g in those cases. 2) India starts with Mysticism and The Wheel, instead of Mysticism/Mining: This is meant to slow down their start a tad, by putting them a little farther away from BW. novice Wrote:We need an option to disable metal pops. Two options there: 1) The Easy Option. Remove metal popping from the XML. This removes it from all games. 2) The Hard Option: Create an option on the Custom Game menu. I have no idea how much work that would entail. It's more than anything T-Hawk's done before.
Would it be a good idea to list exactly what could be switched on and off in the XML, so we could tailor games to our requirements more easily?
How about letting metal popping be controlled by the existing No Random Events checkbox and option? That should be pretty easy to do in the DLL.
I've never poked around in the UI code, but Ruff has. Note that adding a new option also affects the save game format and thus cross-patch save compatibility. T-hawk Wrote:How about letting metal popping be controlled by the existing No Random Events checkbox and option? That should be pretty easy to do in the DLL. Probably the best solution. |
