Hey thank you for playing and compliments are appreciated.
Is this this mod ?
http://forums.civfanatics.com/showthread.php?t=528434
Note that the next versions will slowly work on the civs themselves. It's voluntary that they haven't changed yet as I want the "core" game to be as close to finished as possible.
I'm probably a bit different from most people in that I mostly think about fun and replay value. The fact that some civs are weaker than others isn't even my main concern, it's that some civs have UA's or UU's/UB's that are just boring to me. Poland is an example of a civ that is incredibly strong, but very bland in my opinion. Another good example would be Babylon vs Korea. I like Korea's design, from a game play perspective, because you have to actually plan and put some effort into using their strength, and if you do it properly, Korea can indeed be very strong. I find Babylon's bonus to be rather bland, it mostly comes down to getting a free academy at the beginning of the game. Is it strong? Absolutely. Is it fun? I don't think so.
It's been, sadly, too long since I've had time to fiddle with this one and I can't remember whether it has been mentioned or not but is there an easy way of changing the city tile output to reflect more closely on which terrain the city is settled and if so, any plans to change that?
It used to be that settling on a hill meant hampered growth while staying on the lowlands gave less production and defence but that's only partly true in Civ5. Now the game heavily favours settling on hills which at least from a (forced) RP gamer's pov doesn't make much sense.
Also, on a related note I'd like to see the game preventing settling on terrain (marsh/jungle) which one hasn't got a tech to clear/make habitable or at least postpone the lux/resource connection until the needed tech is available.
Now that I have more knowledge about the code maybe I'll look into it so that flat gives 3/1 while hills give 2/2 or something like beyond earth where settling just increase the tile output by +1/+1. It's still a good amount of work that isn't a priority right now.
Similar to the first point: yes maybe.
but if you settle on a hill you don't have the option of building a windmill. I know, I know, many players would argue this is a minor issue, but if we're talking the capital it matters. Windmills are very powerful and useful buildings and come in the mid-game, early enough to have an impact.
That was my guess. It is not uncommon with unmodded BNW at Emperor and below.ideological pressure caused a city to revolt & join your empire?
A wild guess without checking the files - ideological pressure caused a city to revolt & join your empire?
Hi Acken.
Just had the STRANGEST thing happening in game ever...
In between turns, I suddenly "capture" a city from an opponent AI. I'm not even at war with them, nor have any units near the city at all. So bizar. Could this be something to do with your mod?
Using EUI 1.27a and the new inforaddict (DLC version)
The rar file contains 3 screenies and the savefiles the turn before (Lasse.sav) and the turn after it happened.