The animal drawn plough was incredibly important for increased yields, as was crop rotation (but that was already a roman invention IIRC).One thing I miss in Civ5 is the 'agricultural revolution' that made it's way through Europe around the Dark Ages. I don't know from which 'knowledge' it was conceived but some sort of early biology an be a nice technology. Wasn´t there Crop Rotation in HitM for Civ4=
One thing I miss in Civ5 is the 'agricultural revolution' that made it's way through Europe around the Dark Ages. I don't know from which 'knowledge' it was conceived but some sort of early biology an be a nice technology. Wasn´t there Crop Rotation in HitM for Civ4=
This sounds good:
Technologies
Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
I found your balance for firts half tecnology relistic, for the second half is too fast, rifling comes always around 1600, i think are needed some new tech between renaissance and industrial era and some between half industrial era and the end.
P.s. i'm try to find a balancement in the knight/swordman/musketman/lancers issue as you asked. stay tuned and thank's for consideration
Wasn´t there Crop Rotation in HitM for Civ4=
With the free policy you get every era (which I really like!), requiring 6 policy trees to finish the game would probably be better, especially as the policy that doubles a city's culture as long as it has a wonder can be attained earlier.
Also, I haven't tried it out (piety was too alluring ), but isn't Free thought a bit weak? It can be unlocked only when half the techs are already discovered, so at the most it is roughly 500 culture, but more likely it is 300. Or does it work differently from what I understand (I read it as every time you gain a tech, you gain a one time 10 culture added to your culture total)?
Also, I think the tradepost policy in the commerce tree might be a bit strong. In two games now, it really boosted my income so that I could afford everything whenever I needed it. I got attacked and just bought myself an army within a few turns.
Anyway, I really enjoyed my first game with the mod! The changes are either subtle, or they make me fondly remember the more interesting parts of CivIV (the higher tile yields for instance).
Good job..
About SDI have you tested <NukeInterception> because I tested it before and it seems not working in this game.
I'm going to wait and see how the changes are in the new patch, before I modify tech rates anymore. 2K may do a good job balancing out the eras, which would mean I won't have to make many adjustments.
At first I didn't understand what you meant but are policies not always correctly displaying what they influence in this mod?You are right
Another question, do you plan to modify the civilopedia entry of the modified policies? I was forced to print your list for playing. Can you at least create an empty description? Just to notice that that policy was changed? (and go to forum to see the change)
At first I didn't understand what you meant but are policies not always correctly displaying what they influence in this mod?
No, you are right. Grave only releases English versions of his mod.
<Set ResearchPercent="350"/>
<Where Type="GAMESPEED_EPIC"/>