salty mud
Deity
Do you use any submods with this mod, and if so, which ones? Do you prefer mods that further alter gameplay mechanics?
The only one I use is the UI - Improved City View, which shrinks down the right part of the city screen to the bare essentials (building name + yields) and allows easier assignment of specialists (as they get grouped up by specialist type rather than having to scroll through a list), and it has no direct effect on gameplay/balance. I put a link to the updated mod here (The original is obsoleted and the maker is gone).
The only thing is that it doesn't show the unhappiness though. If I remember correctly before there was only a net happiness, while now there are two scores: happiness and unhappiness, and this view doesn't show the latter.
That was a bug and the version I linked has fixed it.
Check out: https://forums.civfanatics.com/threads/leaders-venn-diagram.564351/Dan I was wondering if there is a summary of what civ is focusing on? like France being waring and culture ?
As I want to add some of your amazing custom civz but i want to add a somewhat equal amt of civ types/focus
Israel - - great person tiles focus. Guaranteed religion. Secondary expansionary focus, because his UA and extra UCs require tiles for placement.Dan I was wondering if there is a summary of what civ is focusing on? like France being waring and culture ?
As I want to add some of your amazing custom civz but i want to add a somewhat equal amt of civ types/focus
I'm flabbergasted by the fact Supreme Almighty Ruler hasn't managed to try this civ yet...Timurids - - Kill everyone. Your capital gains permanent yields every time you raze a city. basically Arabia, but with more murder.
I've probably had the most fun with your phoenecian and inuit civs. With phoenecia you don't have to worry about city placement too much. Inuit has insane early culture, and can do anything really.Israel - - great person tiles focus. Guaranteed religion. Secondary expansionary focus, because his UA and extra UCs require tiles for placement.
Khmer - - tall tradition civ with a unique GEngineer. Strong religious game, augmented by high potential for wonder-hoarding
Sumer - - Militarist/specialist hybrid civ. Designed to coast on a front loaded kit, and get specialists up quickly.
Tlingit - - internal TR civ. Rounded yields with maritime focus. High priority on access to fish and fresh water to grow thick empire.
Philippines - - peaceful wide trade civ. Focuses on open borders and good trade relations with other civs. Major bonuses to infrastructure and settling distant colonies.
Macedon - - hard conquest civs. UA scales on each conquered city. Major military bonus is a single super-general.
Nubia - - focused on very early conquest. Straightforward bonuses, but reliant on UUs for military edge.
Phoenicia - - single city civ. Settlers and conquests create permanently allied city-states instead of owned cities. Unique GDiplomat that extends this hard diplo focus.
Canada - - hybrid military/diplomacy civ. Turns forts into a UI, like how India transforms farms. UU is an explorer that can perform diplomatic actions.
Timurids - - Kill everyone. Your capital gains permanent yields every time you raze a city. basically Arabia, but with more murder.
Inuit - - Tundra civ. All their bonuses require tundra and snow tiles. Cities grow very fast, but no clear victory focus.