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#1 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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NiGHTS: Improvements
Improvements
Spoiler:
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. Last edited by markusbeutel; Jan 23, 2012 at 04:19 AM. |
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#2 |
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Chieftain
Join Date: Jul 2011
Posts: 43
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This is one of the reasons I like your mod so much, the tile improvements in vanilla Civ 5 seemed too unsignificant, these make a lot more sense. Good job!
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#3 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
![]() CIV V tends to focus on giving you the yield bonus outright without building the improvment - I've switched this around. Personally, I find it more rewarding to the player when the improvment yields are higher, otherwise there's no incentive to not automating your workers all of the time.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#4 |
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Warlord
Join Date: Dec 2010
Posts: 119
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Was there any progress in bringing back the old (growing) towns instead of these new and horrible merchant gold generating constructions. Atleast I bothered to go out and defend a fully grown town before, now I can barely be bothered.
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#5 |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Not yet - but I know that it's possible, and I wouldn't be surprised if someone else adds this feature soon - especially once the dll is released.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#6 |
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Warlord
Join Date: May 2010
Posts: 246
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Research Agreements
Since research agreements seem to be very important in the game could there be a mouseover in science or something else that would indicate when research agreements are possible instead of checking in the diplomatic overview (a level of micromanagement that I would like to assign to a subordinate.)
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#7 |
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Chieftain
Join Date: Feb 2010
Posts: 30
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And is there a way to stop them popping if you already completed a science? I had a science with about 2% to go (took me five turns to get there.. missing so little) and two research agreements popped. Would have rather neither did to get them to pop on my next research, because I hadn't realized they were about up. I could change to a new science in the future, but lots of micromanaging to ensure that two don't pop when I want neither to pop. Just a thought, otherwise they are great.
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#8 | ||
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
Quote:
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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#9 |
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Chieftain
Join Date: Feb 2010
Posts: 30
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Fair enough, still love how it is all working. Beautiful mod.
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#10 | |
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NiGHTS
Join Date: Sep 2010
Location: Vancouver BC Canada
Posts: 1,950
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Quote:
- I found the vanilla improvement yields just didn't provide enough incentive when settling cities, especially compared to earlier Civ iterations. I think the +3 yields feel just about right for NiGHTS. Now if only I could get cottages/villages/hamlets working a la CIV IV. ![]() It's only a matter of time.
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CiV Mods: CIVILIZATION NiGHTS - a complete conversion modpack / now available on the in-game ModBrowser. |
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