Hey, I'm trying to get an idea of if the following is possible:
Tile improvements are built by cities - just like buildings or units - instead of by workers. When you add an improvement to the production queue, you are prompted to select the tile to build it on.
The part I'm not sure about...
My mind recently has been on the development of technology throughout history, and how it has played out. And the main thing that keeps leaping out at me when I think about how Civ represents it is how weird it is to have prerequisites.
The vast majority of technologies and other advances are...
Let's start with something simple like placing a unit on the map. I have the tuner open with the game, it's on the map tab, I have the unit I want to place selected, and I checked the "unit plopper" box. Now what?
(Note: for reference, the first steps are to find config.ini (in My Games\Sid...
Available in the mod browser:
Short description
Nerf city-state ally bonuses. Increase unit upgrade costs. Boost value of various non-farm improvements, mostly at medieval techs, making mines and lumbermills competive with river farms, and making grassland less inferior to plains. Most...
In the modder's guide, there are instructions on what to do once you've made some icons. Resize, export to dds, resize, export to dds...
No one should have to do that. So we need one or more of the following:
1) A script for photoshop/gimp to export and automatically name all of those...
Long story short, I hate it when things make no sense historically. There are two ways to fix this: one is to be convinced that the game's interpretation is plausible enough to be justified by gameplay reasons, and the second is to mod it. Since I'd rather mod as few things as I can get away...
I've built it multiple times now, but I've never seen it increase golden age length by 50%. However, since there's no world builder, it's really hard to do controlled tests. And maybe all the times I've seen it not work have been weird edge cases (wrong type of trigger, another golden age...
Here's the plain-text summary:
England and Ottomans like to start coastal.
America likes to start by a river!
Arabia starts by desert, Aztec by jungle, India by grassland, Russia by tundra, and Iroquois by forest.
Egypt does not start in a forest or jungle region; Songhai does not...
In pre-release screenshots we saw of the tech tree, Civil Service cost only 20% more than the other early Medieval techs. Now it's 60% more, and for good reason. It's pretty ridiculously good.
Unfortunately, the price change only makes it MORE critical to acquire it immediately without paying...
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Pretty simple concept here: do you want to play an single-continent map where water-based units and buildings still matter? Inland Sea is pretty good, but here's an option with lots of smaller bodies of water.
It's filled with lakes (both saltwater and freshwater) and has a...
For reference, the tree: http://well-of-souls.com/civ/images/tech_tree3.jpg
First off, let's ignore theme for a moment. Does it really matter if you need Archery for Math if it plays well? No. OK.
First problem: In Civ IV BTS, there were only three techs which only gave you a single thing...
Title says it all really. I'm not sure what made them think that changing feature X would be acceptable, but I can already tell it will end in tears. Hopefully they come to their senses and fix this debacle in the expansion. Or at least provide an option so you can play with feature X the old...
So I recently heard the song Innuendo by Queen, which aside from being a totally awesome song in its own right, fits remarkably well with the themes of Civilization. It also lines up beautifully with the Civ IV intro video - the one with the Earth and the galleys and the coronation.
Take a...
Dear Fans, here is some exciting background information on the complex, multifaceted patch to the Deity level known as "playing the Incas".
When we started working on the "Inca patch", we knew what we were getting into. The players had spoken: Deity was too formulaic; too one-sided; too...
I have noticed over the last few months that several CivFanatics members have been the victim of unfortunate combat results. Some users have even reported losing several battles in a row, or losing battles they should only be losing one in a hundred times! :sad:
I hadn't noticed this...
I was just looking through the code that normalizes (tries to improve) starting positions, and noticed some stupidity in it.
You know how in BTS you sometimes get starts where there is one food resource and all the rest are forests? It turns out that it's not because it considers chopping to...
This map script is basically a combination of Big and Small, Hemispheres and Terra. I based it off the Hemispheres script, but it's basically Big and Small with land that you can't reach with Galleys. This is why I made it: I always like what Big and Small looks like but I hate that you can get...
Varied Tech Costs 1.0
Compatible with Beyond the Sword.
Savegames are not compatible between this and normal BTS.
Note: this mod is based off of Bhruic's patch 1.101 for 3.13. All this means is that by using the included mod, you are also using that patch. No extra effort is required...
To me, the biggest problem with 3.02/3.03 was that the AI's economy sucked horribly. Even Solver's patch didn't really fix that problem.
Well, after playing a bit with 3.13, it seems this has been fixed. The AI now actually builds and works cottages and its tech rate is fine. Also, they...
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