Version 1.95 posted (comments thread)

Jet said:
Unlike other wonders the Illyrian Citadel is destroyed if captured (iConquestProb = 0).
That is something that I noticed also; once I capture the city that had it, I then check the wonder listing and it is no longer there.
 
Thinking about the +100 Culture Tech....

I think it would be nice if it was something associated with Greece's golden age. After all, there was a huge cultural flowering then (much more so than with Rome's civil laws). The problem with connecting it to City-states is that then you could get it way too early on with Sphinx. One option would be some sort of democracy civic. I would suggest that it be at least medium upkeep, if not high, so that there is a real cost and question whether to go for the +100 Civic.

Similarly, I think it would be nice either to scrap Plutocracy or beef it up a bit. Right now Aristocracy is the only thing that makes much sense. I like real choices.

-- Hypnotoad
 
So I just finished an incredible game as the Nubians on the Huge map playing as Immortal. Wow, this was probably the hardest game of Civ I've ever played (where I didn't feel like I had simply screwed up somehow and so restarted the game). I was going for a cultural victory -- and got one in 472 AD -- with 78 turns left. Normally I finish at least a couple of hundred years early.

So probably the main difficulty was how hard it is to trade. I found the best way to do it was to go to war when an AI asks you. Then he will open his borders and every once in a while, occasionally, trade resources or, even more rarely, some techs. Not trading techs, of course, made it much more difficult. I researched the final tech about 5 turns before the game ended. I was on 10% research at that point -- I probably could have been done 40 turns earlier if I wanted (but then the cultural victory would have been later).

I javalineer rushed the Egyptians and then used Thebes as one of my three cultural capitals. I haven't been able to succeed on Immortal in 1.95, yet, without rushing a neighbor.

My only other really serious war was with the Romans. They sneaked attacked me in Libya, razing one city. I was technologically superior, ended up pushing them back and eventually taking Sicily, my only territory outside of Africa or Saudi Arabia. The wine there ended up really helping.

That's about it. I'm really liking this build. It is incredibly hard, but I like a good challenge. I'm thinking about maybe trying a religious tech route next time. Or (shock!) my first conquest victory...

-- HT
 
I'd be happy to post the save game, but I'm not entirely sure how. If I try to add an attachment to my post, it says the save-game size limit is 500K. My game is around 1.3 MB.

Also, what is normal to post? The final turn before victory so all you have to do is hit "enter" to see the victory movie?
 
Hypnotoad said:
I'd be happy to post the save game, but I'm not entirely sure how. If I try to add an attachment to my post, it says the save-game size limit is 500K. My game is around 1.3 MB.
Can you put it in a zip file?
 
Here is a collection of bugs/oddities collected during various 1.95 games.

General gameplay issues:

If a unit or stack stumbles upon the square an enemy sapper is sitting invisible, the unit(s) get thrown back one square during the sapper's move.
The concept of a spy-sapper unit is not a good one anyway in my opinion, since its only useful for exploring rival territory (or exploiting the bug explained above). I vote to remove it.

The alliances tech does not work, its not possible to offer defensive pacts at all, even if both civs have it.

Increasing the caravan house gold to three seems to be too powerful; its now possible to have research/culture at 100% and still make profit, especially with colossus and great lighthouse.

For the same reason i suggest to decrease the effect of vice royality civic, decreasing distance maintenance by 75% seems to be enough, otherwise the public court is useless in the late game.

I suggest either to remove the artist from garden or one of the theatre ones, otherwise your automated cities produce more artists than everything else. Especially on huge maps its tiresome to manually manage your cities, especially in mid to late game.

Fire catapults are way too powerful! I suggest to triple or even quadruple the building costs and double the costs of normal catapults, and/or reduce the combat stats. (Example: fire catapult: Strength 4, +50% city attack, 80% withdrawal, -50% vs. archery units)

Map:
The fertile crescent map (huge) should have some ocean between europe and northern africa, otherwise that area spawns so many barbarian biremes which makes it impossible for any AI nation to build up naval force in the early game (with the exception of greece).


Otherwise, i want to state that your mod is the only reason for me to play civ4 now and then! Keep up the good work!
 
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