Sid Meier's Civilization V

Sid Meier's Civilization V

Dynamic Towns
Azaquor  [developer] 6 Apr, 2023 @ 4:53pm
Version without Policy Finishers
I'd like to make a lite version of Dynamic Towns that doesn't include policy changes.

To do this I'll need your help brainstorming! There are two separate issues we'd need to figure out:

Finishers
There are currently 3 policy trees that have an added finisher bonus in Dynamic Towns: Suburbs (Tradition), Burgs (Liberty), and Villas (Exploration). Do we:
  • Keep these abilities as is, but keep the default policy descriptions. You'd just have to know about these abilities from the mod description.
  • Keep Suburbs and Burgs as is, since they are fairly integral to balance, but turn off Villas. Keep the default policy descriptions.
  • Disable all 3 of these abilities.

Yield Changes
In BNW, Commerce and Rationalism have policies that increase yields from Trading Posts. Dynamic Towns moves these bonus yields to Towns, and doubles them for Large Towns. In addition, Dynamic Towns adds a Culture bonus to Large Towns under Aesthetics. Do we:
  • Keep the Commerce and Rationalism bonus yields on Villages (which are just Trading Posts under the hood, as far as the game engine is concerned). Add the same +1 yield to every Town and Large Town. Get rid of the Culture under Aesthetics.
  • Do something else I haven't thought of yet.

Just to be clear, whatever we come up with for a lite version will be only for the lite version! Let me know your thoughts in the comments!
Last edited by Azaquor; 12 Apr, 2023 @ 8:51pm
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Showing 1-3 of 3 comments
ThyReformer 6 Apr, 2023 @ 7:59pm 
I would favor simply disabling the added finisher, as much as I like suburbs/burgs conceptually, and keep the yield changes as per your idea there. For me the priority here is definitely minimizing compatibility issues.
Azaquor  [developer] 6 Apr, 2023 @ 10:56pm 
Yeah, that makes perfect sense. Just to be clear, Suburbs, Burgs, & Villas are completely scripted in Lua and don't use the game's XML layer at all. As long as the mod is working and towns are upgrading at all, those 3 abilities won't break, even if your other Policy mod changes Tradition/Liberty/Exploration. (Well, unless they somehow delete them entirely.)

The biggest compatibility issue with another Policy mod is likely to be balance. If that mod gives +2 Gold to Trading Posts (aka Villages), the balance will be messed up when they "upgrade" to Towns and lose Gold income.

Anyway, I'll be very happy to make a version with the finishers disabled! I think other people might be interested in that anyway.

Thanks for taking the time to give your feedback!
Azaquor  [developer] 18 Apr, 2023 @ 3:04pm 
This version is on hold since ThyReformer is playing the Reform and Rule version. If anyone else wants a version without finishers, let me know!
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