Search results

  1. Killtech

    Militia Defense

    you might also consider spawning militia each turn during city razing.
  2. Killtech

    WHoward's Pick 'N' Mix Mods

    turning production into raw food is a bad idea for balance reasons since huge cities would get insane growth rates this way even if they are otherwise starving. setting the food yield percentage very low in order to keep late game mega cities balanced would make it utterly useless for developing...
  3. Killtech

    WHoward's Pick 'N' Mix Mods

    i was browsing your collection of greats mods. quite and impressive work i must say! anyway, i saw your stock pile mod. didn't test it out but it's a great idea! i recently completed my very first game in civ 5 and again was annoyed how marathons game speed is balanced. therefore got again into...
  4. Killtech

    Looking for a early Diplomacy/Contacts Mod

    Apparently the game isn't too well balanced for playing at marathon speed. Therefore i am looking for a mod that helps with some diplomatic issues that occur on that game speed: it allows scouts in the very early game to traverse the hugest continents and meet most civilizations before 3000 BC...
  5. Killtech

    RAND Bugs, irks, and some praise to finish off

    i currently don't have Civ4 installed but i can look through the code if you post it here directly. but it's a straight forward change so i doubt there will be any problems except for the AI part. you should minimize the effects for AI as it evidently won't understand any of this significant...
  6. Killtech

    RAND Bugs, irks, and some praise to finish off

    yep, told that Afforess when he was developing this feature. i never intended to use this feature anyway. from one old thread on this: http://forums.civfanatics.com/showthread.php?p=8822474#post8822474
  7. Killtech

    AND 1.75 Civic Changes

    as discussed above the '+1 anger per military unit' in cities might cause some controversies among players. thinking on it i find the most proper replacement for this is '-1 or -2 gold per military unit' which is very fitting because the civics that have this penalty (democracy, federal) also...
  8. Killtech

    A New Dawn Beta Builds

    tested it in a longer game? because i don't think the AI will have too much problem with it. after all it has always enough military to compensate the red faces. so they should only affect players who don't. in most prior version the AI was overproducing military which weakened it severely. but...
  9. Killtech

    Alternative Civics: Government, Power and Organization

    the civic modification should still work with the newest AND version. Afforess didn't remove any tags all i know. however there were still some balancing problems which need to be addressed.
  10. Killtech

    A New Dawn Beta Builds

    Afforess is experimenting with some civic changes. thus the starting government civic gives you unhappiness in every city except the capital (that's the ppl hate your government thing). but you also get one happiness per military garrison. making it short: your people will go rebellious in any...
  11. Killtech

    AND 1.75 Civic Changes

    ok, the negative effect won't as intended because it can be avoided through unit micro. although one still has to consider that moving units into a city implies they are not fortified and thus lose defensive capabilities. surprise attacks will still be more harmful. however although this stat...
  12. Killtech

    AND 1.75 Civic Changes

    it would make sense to deactivate the penalty if enemies are nearby - it est you get a warning of enemy forces near city so and so.
  13. Killtech

    AND 1.75 Civic Changes

    now i remember why i didn't do that: deleting civics causes lots of problem - especially so many. overwriting them does not. however as i browsed my alternative civics thread i've saw my 'single party republic'. you might consider readding this but under a less technical term: 'peoples...
  14. Killtech

    AND 1.75 Civic Changes

    probable but not necessary. hard to predict in general. after all it would be just another president with a 'extended rights and power' to solve the problems. not sure most people would notice the difference. wealth of the citizens != wealth of the state. a state can be unbelievably rich but...
  15. Killtech

    AND 1.75 Civic Changes

    one point on this one: at least one citizen should always be content - no matter the unhappiness. thus a size 1 city is never unhappy. in a size 5 city only 4 citizens can rebel leaving you always a small frame to build something - even if very slowly. this should be implemented i think. don't...
  16. Killtech

    AND 1.75 Civic Changes

    i find this view a bit naive. a really deep crisis for the US with an unemployment rate of over 20% and a large crowd of angry people is enough to see how fragile a democracy can be. especially if there is an evil genie agitating the crowds and someone to blame for all the problems. after the...
  17. Killtech

    AND 1.75 Civic Changes

    oh hell they are. this is why reorganized them in the first place. well, i tried... i still tried to keep both civic categories sperate. but in the end it might have been not a good option (problems with stats for the different civics arose as each needed an unique stats characteristic). to melt...
  18. Killtech

    AND 1.75 Civic Changes

    oh, the OP just changed. so nvm my comment. nah, no nitpicking any more. you explained what you understand under these terms. for me these words have a somewhat different meaning. seems to be an language/culture issue of what these terms exactly mean (because i really understand Germany as...
  19. Killtech

    AND 1.75 Civic Changes

    actually i see your point in chiefdom with +4 anger. i didn't notice the +1 happy per military unit earlier. it enforces players to build military in similar amounts as the AI does so he cannot just concentrate on his economy. very wise choice to improve the AI without modifying it, lol. now...
  20. Killtech

    AND 1.75 Civic Changes

    very interesting. i very like that because i see you used my ideas from my original civics mod. wait, i haven't posted yet ;) i have always objections. okay, here we go: on maintenance reduction: note that -50% half the maintenance. and -25% form court house would then half it again so you...
Top Bottom