i sucked it up and bought another cd of warlords, the draw to this mod was too strong.
love the mod, only critique is that i can see all of the resources before i can use them. i don't know (and maybe it's just a personal preference) but i almost feel like i am cheating as i plan the early game. i liked the implimentation of the late, great sevo's optional resource ignorance, makes the early game very interesting:
any chance this could be implimented?
thanks for a great mod.
love the mod, only critique is that i can see all of the resources before i can use them. i don't know (and maybe it's just a personal preference) but i almost feel like i am cheating as i plan the early game. i liked the implimentation of the late, great sevo's optional resource ignorance, makes the early game very interesting:
Spoiler :
23) Resource ignorance -- "Fair start" variant first done by Fujisan as an add-on for Sevomod 2.0; ALL resources now have reveal techs: Mining: Gems, Gold, Silver; The Wheel: Stone; Agriculture: Banana, Rice, Wheat, Corn, Sugar; Fishing: Clam, Fish, Crab, Pearls; Sailing: Whale, Silk; Animal Husbandry: Cow, Horse, Pig, Sheep; Hunting: Fur, Deer, Ivory; Pottery: Dye, Salt, Coffee; Mysticism: Incense, Spices, Wine; Masonry: Marble; Priesthood: Sulphur; Monarchy: Cotton. If your civ is too primitive to understand the value of a thing, you shouldn't know it's there! Plus this will add some variety to the starting techs as they now also dictate what you know when you start the game and might change your initial strategy (as opposed to just chop-rusing all time)! Finally, since mysticism-starting civs usually race for religions, they have a cluster of "weaker" resources (well, they can't be used until plantations are available), which might balance things just a teeeeeny bit. *shrug*.
any chance this could be implimented?
thanks for a great mod.