Txurce
Deity
The mod is working really well at this point. I played Korea with four cities (23-30) for science, due to a query in another thread about tall science. I won in t287 on Emperor, with science peaking at about 3700bpt.
It was an odd game in that there were a lot of militaristic civs. As a result, there were only three AI civs left at the end: Songhai, Spain and Denmark. They are all doing better, playing aggressively with strong mixed armies, but tend to go broke. Late in the game first-place Denmark had -1200gpt! I was buying RA's by paying for both sides.
Using a build-GM strategy, I controlled all the CS for most of the game. This indirectly led to my finishing with over 2100cpt, and 5+ trees finished. I bring this up because it reminded me again that it's just too easy to rack up culture. (Great Works only worsens the problem.) If this mod is supposed to be about choice, then I shouldn't do so well in Culture when focusing completely on science.
How about making CV's harder by just reducing the output of all culture buildings as well as SP's, each by a little bit?
It was an odd game in that there were a lot of militaristic civs. As a result, there were only three AI civs left at the end: Songhai, Spain and Denmark. They are all doing better, playing aggressively with strong mixed armies, but tend to go broke. Late in the game first-place Denmark had -1200gpt! I was buying RA's by paying for both sides.
Using a build-GM strategy, I controlled all the CS for most of the game. This indirectly led to my finishing with over 2100cpt, and 5+ trees finished. I bring this up because it reminded me again that it's just too easy to rack up culture. (Great Works only worsens the problem.) If this mod is supposed to be about choice, then I shouldn't do so well in Culture when focusing completely on science.
How about making CV's harder by just reducing the output of all culture buildings as well as SP's, each by a little bit?