COF
Emperor
Oh god! This is looking even better now.
Well, it's historical!This is amazing actually. Even the devs wouldn't have thought about tearing down ugly wonders
Outside the scope of this mod unfortunately. The way the mechanic is implemented isn't optimal for this in any case.I'd love to see a Global Warming mechanic using this system! Perhaps base it off the amount of factories that exist in the world, if there are enough in the empire, your scientists may predict catastrophic events and ask you to either sell the factory or increase the maintenance cost.
Then the fun part is seeing whether or not their predictions came true (so if you prepared, perhaps you won't be affected). You could include things like Sea tiles providing less food, or resources disappearing.
And one even worst, exclusive to Brazil: When you begin the international games project, this happens: "7x1"
Winning the International Games world project went horribly, horribly, horribly wrong.
Honestly, "ha ha, something bad happens to you and now you just have to deal with it" isn't something I'd like to see. There's no real strategy to them, just... ha ha, you get bad stuff happening to you. Many of these decisions and events seem to aim for a level of meaningful decision-making, some benefit for a level of tradeoff. What would be the gameplay purpose of these catastrophies, from a strategy game viewpoint?
How easy would it be to add decisions for modded civs? I have a lot of non-historical wacky civilizations installed.
How easy would it be to add decisions for modded civs? I have a lot of non-historical wacky civilizations installed.
None at all actually (though a few are a bit vague as a result); here's a preview.I'm anxious to see what Unique decisions you've given the Iroquois, Shoshone, Aztecs, Maya, and Inca. I'm hoping there's minimal reference to resisting colonization.