I think the reason why people turn off ancient ruins is because ancient ruin rewards are imbalanced, and finding ancient ruins is too luck dependent. Those problems are not relevant to this proposal.
There is no randomness in getting ancient ruins when you found a city, and the reward imbalance...
Original proposal:
https://forums.civfanatics.com/threads/5-44-shoshone-ua-change.684515/
This means that you can choose ancient ruin rewards no matter which unit (even a civilian unit) takes them, and even when ancient ruins are taken by border expansion. The ancient ruin reward from founding...
I think you could make 1 its own proposal, not a counterproposal. There would be one vote about the balance of ancient ruin rewards, and another vote about recon units being the only units that can take ancient ruins.
Then you could also simplify "(5-44) Shoshone UA change" where you added "If...
An interesting change for Shoshone that I have thought about is that whenever you found a new city, ancient ruins would appear near it. I think this would be a more fun mechanic than just getting bigger borders, and it would also make the abiity to choose ancient ruin rewards useful even when...
I'm creating a map script, and it would be useful to be able to test different versions of the script with the same seed, but I haven't figured out a way to do it. There doesn't seem to be an option for it in the game setup, not even with Really Advanced Setup mod. I tried using WorldBuilder but...
City states spawning next to ice seems like a bug to me:
Changing function CanPlaceCityStateAt() fixes most of the problem, but it still happens sometimes because AssignCityStatesToRegionsOrToUninhabited() doesn't call CanPlaceCityStateAt(), so that function should be changed too.
You can see...
If I want to help improve the Communitu map script included in this mod, where should I do it?
Should I post in the Communitu_79 thread, or should I create a pull request on GitHub?
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