I really liked this mod as it adds a fantasy element to the game without overloading the player with a totally new way of doing things.
There are a couple of areas I would say need touching up:
1) Clarification on the use of spells, and the number of times a certain spell can be cast by a unit (I found each unit could only cast a spell once). No-where in the civopedia or the forums could I find info on this.
2) Make the good versus bad versus neutral element play out more. A things stood either there were too many good or too many bad civs in the random games I played, plus the alignment didn't really play out during the games.
3) Make more cultural buildings available. I love to build up culture for my civ, and found a distinct lack of oppotunity through the buildings - the minor hero units that did allow extra culture were a nice touch though.
4) Religion in general played little part in the actual game. I managed to get four of the religions, and there was no real effect on the game. Maybe this is what you had in mind, but reading the way the religions were in the background maybe you need to stop the founding of more than one religion per civ. This way it would also balance out the effects of the religions across the board. Usually in any game of CIV 4 I get at least 5 of the major religions, with the effect of having a major cultural bonus. In this mod the effect was lessened by the fact there are no cathedrals or monesteries to take advantage of.
5) Finally the fact that I don't usually worry about my army till late in the game means I have little or no ranking on the power board. During my entire game as the Elohim I was 3rd or 4th throughout - I thing the AI must be concentrating on other things because usually it rushes millitary out like there is no tommorow. I don't mind this effect at all because I benefit from not being mauled by the AI, but it might be worthwhile looking into it.
Thanks for creating a great mod,
Rachel
-X-
There are a couple of areas I would say need touching up:
1) Clarification on the use of spells, and the number of times a certain spell can be cast by a unit (I found each unit could only cast a spell once). No-where in the civopedia or the forums could I find info on this.
2) Make the good versus bad versus neutral element play out more. A things stood either there were too many good or too many bad civs in the random games I played, plus the alignment didn't really play out during the games.
3) Make more cultural buildings available. I love to build up culture for my civ, and found a distinct lack of oppotunity through the buildings - the minor hero units that did allow extra culture were a nice touch though.
4) Religion in general played little part in the actual game. I managed to get four of the religions, and there was no real effect on the game. Maybe this is what you had in mind, but reading the way the religions were in the background maybe you need to stop the founding of more than one religion per civ. This way it would also balance out the effects of the religions across the board. Usually in any game of CIV 4 I get at least 5 of the major religions, with the effect of having a major cultural bonus. In this mod the effect was lessened by the fact there are no cathedrals or monesteries to take advantage of.
5) Finally the fact that I don't usually worry about my army till late in the game means I have little or no ranking on the power board. During my entire game as the Elohim I was 3rd or 4th throughout - I thing the AI must be concentrating on other things because usually it rushes millitary out like there is no tommorow. I don't mind this effect at all because I benefit from not being mauled by the AI, but it might be worthwhile looking into it.
Thanks for creating a great mod,
Rachel
-X-