u/JNR13

[Mod Release] Movable Warehouses
▲ 117 r/civ

[Mod Release] Movable Warehouses

Self-explanatory title I'd say. This mod lets you move your warehouse buildings, for 50% of their original cost.

I recall people often wishing for this. Well, it turns out the game had supported this all along since release, apparently. We just had to flip a switch.

Now you can finally fix the cities you conquer.

Get it on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3729875407

u/JNR13 — 3 days ago
▲ 99 r/civ

[Mod Release] Isolationist Triumphs - for when you don't want *any* to be a world-first race.

The new Test of Time update has completely overhauled the Legacy Paths to be Triumphs, singular quests to pursue for a variety of rewards.

In the game setup, one can choose between different sets of Triumphs. Some Triumphs are only earned by the first player to fulfill the condition, others can be earned by multiple players.

By default, each age has a mix of these. However, one can also choose the "Trailblazer" set, where every Triumph becomes a race to be the world's first player to achieve it, with no rewards for those who come in second or later.

But what about the opposite? This mod adds exactly that, a Triumph set called "Isolationist" where all Triumphs can be earned by every player - for those who like to take their time and think that conquering a capital in antiquity is still a respectable achievement that should earn a reward even if someone else did it first.

Oh, and a bunch of text has also been fixed where Triumphs said you have to be the world's first and others where it said you didn't have to be, despite the opposite being true.

Get it on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3729723450

u/JNR13 — 3 days ago
▲ 2 r/civ

Triumphs vs. Events - Boring Checklists or Quality of Life?

With the Test of Time update coming up and replacing legacy milestone paths with triumphs, I've been thinking about how the game presents mid-game challenges / quests in general.

I think events can in some way be seen as hidden quests. They have a condition that must be fulfilled and provide a reward.

Whereas milestones were thresholds of a quantitative metric (e.g. Codices slotted), the Triumph system replaces them with singular goals which may still count some stuff (e.g. tiles explored) but ultimately do not relate to one another anymore. They're isolate goals that are either reached for a reward, or not reached for no reward.

In that sense, Triumphs are effectively the same as narrative events, only that you get to see their triggers in advance.

To me, there are pros and cons for each. Displaying requirements in advance means there is transparency and players are told how the game works, letting them incorporate that knowledge into their strategies. Removing this transparency does not successfully mystify the game so to speak, because wikis exist and players learn and remember. A game that is meant to be replayed many times, cannot rely on the "ignorance of the first playthrough" to work.

At the same time, being shown a huge list of one/off goals which are the same every game can feel overwhelming and boringly repetitive in the long-term. It can make players feel like an assembly worker checking items off a list one by one in a familiar routine rather than being in a position of strategic command. If only a minority of goals is meant to be accomplished, a large menu where the majority of goals is not achieved can feel demoralizing.

So I've been wondering, how do other players feel about balancing what is a Triumph and what is merely a narrative event. Should the generic attribute goals for a civ (e.g. "Study 6 Civics" for cultural civs, or "Form an Alliance or become Suzerain of a City-State" for diplomatic civs) become Triumphs as well? What about more obscure goals such as building 5 Exploration age Gold buildings and 3 Exploration age Science buildings as the Ming (grants a choice between Economic and Scientific attribute point)? What about the triggers for a leader's personal quest chain?

I think there's a point to be made about converting all these to Triumphs but I also think a line has to be drawn somewhere to not make it excessive.

Also, what about the other way around - should all Triumphs come with a narrative event to give them more flavor or would that be detrimental to the idea of narrative events as you're meant to pursue these triumphs regularly in basically every game?

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u/JNR13 — 9 days ago