Recent content by maurcus

  1. maurcus

    Quick Modding Questions Thread

    So I modded the protective trait to give the promotions to melee units and I modified the promotion info to allow them to take higher tier Drill/City Garrison promotions, but when I go to promote the option for Drill II/ CG II is not there and I'm not sure why? Any help would be appreciated.
  2. maurcus

    Design your own Civ VI civ

    Byzantines UA: Bastion of Christendom Forts and encampments provide a large adjacency bonus. Theatre Squares, Holy Sites, and Commercial Hubs provide bonus yield. UU: Cataphract Medieval mounted unit replacing the Knight, is more expensive and slower than the...
  3. maurcus

    First Look: Macedon with Alex the Great

    Just to throw into the Hypaspist debate: If my memory serves me they were pike-men who sacrificed armor for mobility (and a larger shield), and also used a shorter spear. IIRC they relied on shock and discipline more than durability.
  4. maurcus

    Combined Arms - RIP?

    If you are looking for an interesting way to do stacking, I would suggest you look at the board game 'Russian Front'. The gist of it is that infinite units may stack; but only one battle may be fought on any given tile per turn, and if one unit in the stack is forced to withdraw then all of that...
  5. maurcus

    EFZI2 Complete - December 22, 2012

    Sounds very cool! I can hardly wait!
  6. maurcus

    EFZI2 Complete - December 22, 2012

    Another question, what is the purpose of the Sanitation Plant, City Utilities, and Snorkel Beach Buildings? are they just buildings for the sake of buildings? Or am I just missing something?
  7. maurcus

    EFZI2 Complete - December 22, 2012

    Just out of curiosity why is there no fire station building/key location, I mean a city the size of Paradise Island should have some. Perhaps it could produce firetrucks and firemen?
  8. maurcus

    [MOD] MagisterModmod

    What all disables spell-casting? In my current game as the Grigori it was disabled twice for 5-10 turns. The Illians weren't in this game fyi.
  9. maurcus

    [MOD] MagisterModmod

    does the new update have everything from the older ones?
  10. maurcus

    Improving Protective Trait

    I would say a fort that gives +1(or 2) bonus sight and a 50% defense bonus as well as maybe something to control surrounding tiles (chance to damage or stop enemy troops, etc...) although that would require some python.
  11. maurcus

    Improving Protective Trait

    The thing is tho that pro isn't about expansion, it is about defense. philosophical and industrious aren't about expansion but they are deemed too powerful to have together. While yes it is a minor buff I think we can all agree it is thematically consistent and a step in the right direction.
  12. maurcus

    Improving Protective Trait

    What if you were to make higher level cottages count as cities for combat purposes (so that city garrison would help defending them) and make forts better to have on your borders (say +1 visibility for units in forts) and double production speed of forts for workers.
  13. maurcus

    [MOD] MagisterModmod

    this new update broke my saved game so im assuming it will break all saved games.
  14. maurcus

    If you were a civ leader, what'd be your traits?

    protective creative its just...me
  15. maurcus

    Worst UU

    I never worry about nukes as i always pass non-proliferation prior to conquest, also i will take along some mechinf with interception to counter planes. also the drill makes you immune to collateral damage.
Top Bottom