Search results

  1. G

    Make all Civ specialisation dynamic, not just research

    Personally I have disliked Unique Units since their inception in Civ III. It leads to immersion-breaking scenarios, like the Civ with the best ships starting landlocked, or the Civ with the best cavalry starting on a continent that has never seen horses. The idea behind Active Research seems...
  2. G

    Affinity and faction choices

    I know it’s very early to draw conclusions from the pre-release material, but I’m going to anyway. From what the devs have been saying about the ‘affinity’ mechanic, it seems like each of the Purity / Harmony / Supremacy options will point your faction down a very specific philosophical path...
  3. G

    Game over with no cities questions

    I was experimenting with ways to shake up the civ progression a little bit - I.e. not have all civs start everywhere at 4,000 B.C. I made a small mod which split the civs into ‘Agricultural’ and ‘Nomadic’. Agricultural civs worked as standard, but nomadic civs started without any settlers...
  4. G

    Reducing ICS

    I was thinking of getting back into this game, but I remember the ICS and micromanagement requirements being pretty brutal, especially if you are used to playing Civ 4. Does anyone have any thoughts on how you could mod the game to reduce the colony pod / crawler spam elements of the gameplay...
  5. G

    Immersion and Civ

    I was reading a review of another game on a 4X gaming site where the reviewer was talking about immersion, and whether what’s playing out in your strategy game is an involving, compelling story that draws you in… and I realised that the reason I’ve never been able to stick with Civ IV long-term...
  6. G

    Blind Research - is it possible?

    A forum post on turning off tech trading gave me the following idea for essentially randomising the research in Civ III: I will try and get this to work, though have already hit a snag on step 1 - the editor won’t let me reduce any Gov’t Rate Cap below 50%. I was hoping to turn off the rate...
  7. G

    Mods that aren’t too deterministic?

    I am looking for some good Civ III mods to play that aren’t overly deterministic in their design. By this I mean that the mix of units and buildings available aren’t heavily influenced by the specific choice of civ… a lot of mod makers seem to feel that it is ‘realistic’ to, say, give the...
  8. G

    Predetermined City Sites

    I'm not an experienced modder but I used the editor to fix the ICS issue in Civ 3. On an existing world map, I changed a terrain type to 'City Site', made it the only terrain that could support cities, and then dotted them around the map at the appropriate places. This had a number of cool...
  9. G

    AI use of stealth attack / unique buildings

    I was planning on implementing some changes with the editor but my main concern was how the AI would adapt to them: 1) Stealth Attack - I was planning on giving this to cavalry units to represent their flanking advantage in the field (and making city walls the ‘barrier’ to protect against...
  10. G

    Determinism v Non-Determinism

    Hi, I am returning to Civ IV after a long break, and was looking for a mod to play. However the main focus in most of the biggest mods seems to be on adding more unique units / buidings / abilities to each civ. I've never liked the concept of unique units tied to each civ and I was wondering if...
  11. G

    same religion bonuses - suggestion

    The default game has made state religions a huge part of AI diplomatic behaviour (we care for our brothers and sisters of the faith!), and pretty much determines who an AI will befriend/crush. This seems a bit silly when compared to a human player, who won't care what religion another player is...
Top Bottom