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  1. K

    Minor Civs Playable?

    I played what was, unquestionably, the funnest RI game I've ever experienced last week with Israel. I gave them the Bedouin worker, toned down the palace, and what fun! I had to fight off multiple invaders, control the Sinai peninusla, it was a rich and challenging experience. It would have...
  2. K

    Realism Invictus

    Thank you, Shuikkanen, And yes, you definitely don't win your first barbarian battle, at least on certain difficulty levels. If you found a city beside a fort, it goes away, but as you say, expansion doesn't do it. Cheers!
  3. K

    World Map

    First, this is a great mod, and I can't stop playing it, as my relative flood of recent posts probably indicates. But in the spirit of constructive criticism, having played a lot of games, I've yet to see one where China, India, or South China are anything but doormats. This is easily...
  4. K

    Realism Invictus

    Hi Shuikkanen, And thank you again for taking the time to reply. Unfortunately, I don't think the automatic victory against barbarians apllies if you play Monarch or above? I may be wrong on that, but I've lost many first combats. You may be right about the ai against the tribal fort...
  5. K

    Realism Invictus

    As an add on to my earlier post: I'm sure that you've heard this before, but Tribal Forts are fun spoilers. As an example, I'm playing Greece, and I've invested in a massive military build up to take Lycia: 5 rams, 5 hoplites with 1 pip in city attack, four Hoimoi with pip in strength, 5...
  6. K

    Realism Invictus

    A few notes from many many enjoyable play throughs with the svn lately: 1. Vassals are actually working really well for me: that is, half the civs in the game don't vassalize when the first powerful civ gets the right technology. I've only seen one civ vassalize in about 10 games. I assume...
  7. K

    Minor Civs Playable?

    Wow, thank you Shuikkanen for taking the time to explain all that. I'm going to try it today :)
  8. K

    Realism Invictus

    I'll bypass all the cool new stuff in the latest snv version (and there's a lot of it, well done!), and simply suggest that something needs to be modified with naval barbarians. They spam a lot of ships, mostly triremes. It's great that one can at least build triremes without bronze, but they...
  9. K

    Realism Invictus

    Thank you for the reply. I've gone back and reloaded my game, and I am in a far earlier stage than the United Nations (Rennaisance era). So, I'm just trying to figure out why I'm getting the unhapiness penalty. I.e. is there another game mechanic that generates it?
  10. K

    Realism Invictus

    I'm dealing with the same thing. And, if it does mean that the other civs are running trade Union, this seems to be a very excessive penalty. I mean, -5 unhappiness means that all cities are pretty much going to shrink to 1....And if the goal is fun, why force the player to choose the same...
  11. K

    Large 3.2 earth map feedback

    I'll do that, thanks, Walter :)
  12. K

    Large 3.2 earth map feedback

    Hello Walter, I'm playing 3.2. I've been trying all the Asian civilizations, but other than those on islands, the barbarians really keep them down. India and Korea die in the first 50 turns pretty consistently, as do the Dravidians. I love the mod, and the map, but the barbarians really do...
  13. K

    Large 3.2 earth map feedback

    Hi there, And firstly, I'm really enjoying playing this mod. I've been trying to get into a game with the large earth 3.2 map, but am encountering some issues: 1. India always dies within the first thirty turns, as does the civ just south of them. So, I decided to try them. After...
  14. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    I vote for adding them in :)
  15. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    Overall, a really good list of suggestions by JT. I will agree with Joseph on numbers 4 and 5, though. As of now, am just waiting for something to playtest :)
  16. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    As Joseph mentioned, agriculture was limited mainly to the southwest usa. Regarding Hoskuld's offer, as long as it was able to be an option, I think it's a great idea :)
  17. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    Krome for me is the perfect combination of speed, great ai, and enough features to create interesting options without turning the game into a giant morass of features. Regarding the religions issue, I like Isabell's first solution best :) Good luck on your new project too, JT!
  18. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    Yes, it does handle it just fine. The system is not perfect, though, as getting a few prophet generating wonders essentially sets you up to get all the religions. As long as I don't bulb them, different religions will appear. But the system does need tweaking. @Isabel, I'm happy to help test!
  19. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    Hi Isabel, When I merge your patch and run a custom game, the game starts, but there are no menu options, nor any unit options. So, I have a settler and a warrior, but cannot get them to do anything or select any game options. Any ideas why? EDIT: it appears to be because I was using the...
  20. K

    [MERGE] KROME Beta: K-Mod 1.31 and RoM 1.03 Extended

    Thank you Isabelxxx and everyone who has contribued to this project. I like this mod: it provides all the things I like about mods: new techs, advanced options, without the slow loading times and poor ai.
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