Recent content by MikeJep

  1. M

    Displaying negative yield on mouseover

    It has been a while since I could spend time on civ. I am happy to see all the progress you made.
  2. M

    Displaying negative yield on mouseover

    Super-ultra interested in your work. Have you been able to add additional specialists?
  3. M

    resource limits done another way.

    How about making resources and production separate. << Civ should have had this a long time ago! Material (resources) what is mined and worked from the land and production is produced by workers(in the city) and laborers in factories. The more of the strategic resource you own, the cheaper (in...
  4. M

    Why was 1UPT necessary?

    I really don't like limiting production. This version of civ has the worst industrial age yet!
  5. M

    Potential Unit Stacking?

    Tell us if it worked. I suppose the big challenge would be the AI.
  6. M

    Luxuries rethought.

    These have been my thoughts on Luxuries. And since I am snowed in this new years :( I will post ' em! I have been dissatisfied with the Civ mechanism that five small civs with two cities each would require 5 luxuries. While one Civ with the same number of cities and population would only...
  7. M

    Here's a novel thought, luxuries in limited quantity

    I think you need a mix of both of the above ideas as well some correlation to population. The following logic//equation could work. X = population * 0.1 / Luxury If X > 5: Then X = 5 Else pass :c5happy: = X * Luxury Now for an example. China has 120 population and 3 Silk. The British...
  8. M

    Why the AI is Hostile:

    I think a new system needs to implemented regarding threats and begging. An honor system of sorts would go along way. Imagine the following set-up: Bullying/Threats The belligerent civ would select different demands and select a threat (weak demand/medium demand/strong demand). Depending on...
  9. M

    Air "Power"

    Word, We need a mission for fighters aboard carriers that facilitates their interception of attacking ships aswell! On a side note. There should be a purchaseable:crazyeye: promotion for all ground units which gives anit-air craft abilities. Without the promotion they will be unable to damage...
  10. M

    Air "Power"

    First off I want my stacks back! But lets move on... My thoughts on Air power. Could a reasonable solution to this debate be the fighters auto-scout their entire uncontested operational range? How many planes of the whole wing would scouting take? Not a lot I think. If their isn't any...
  11. M

    JohnnyW's Epic Reality Mod (ERM)

    I would keep the great people the same (interesting idea though!). I think the functions of great people need to change. The 1 free tech is over powered! Maybe each type of great person allows you the privilege of building a wonder (make them cost less). Using a GP to "unlock" a wonder would at...
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    JohnnyW's Epic Reality Mod (ERM)

    CityView.lua Seems to be an important file I am looking through it again...
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    JohnnyW's Epic Reality Mod (ERM)

    Along with this I would want to have every build cost :c5gold: to initiate. Rush buys would be replaced with +75% :c5gold: AND -50% :c5production: options for every unit/building/wonder. (Percentages subject to tweaking!) Thus simulating some sort of industrial age (a few developed cities with...
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    JohnnyW's Epic Reality Mod (ERM)

    As you get even further along you can get SWEET (very expensive) buildings and specialists. (Research Labs) Scientists +12:c5science: -3:c5gold: +1:c5angry: +3:c5greatperson: (Stock Exchange) Broker +45% :c5gold: -3:c5gold: +1:c5angry: +3:c5greatperson: (Museum) Artist +8 :c5culture...
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    JohnnyW's Epic Reality Mod (ERM)

    As technology progresses better (more expensive) buildings are available which give more productive specialists. (University) Scientists +6:c5science: -1:c5gold: +3:c5greatperson: (Bank) Banker +30%:c5gold: -2:c5gold: +3:c5greatperson: (Opera House) Composer + 4 :c5culture: -1:c5gold...
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