Recent content by andersw

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    Final 2UC Version - 4.22 (May 31, 2025)

    Did a new take on this patch and got it working. (usual stuff, moved all old mods aside, cleared cache, only reinstalled my must have mods)
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    To the glory of gods -> too OP?

    Its good but not that crazy and depends on what you are doing, what playstyle do you prefer it with? If I go rationalism I eventually get scientists anyway. If I warmonger (which I often do) I think crusader spirit is better and faith of the masses is a very strong option for wide play (both...
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    Final 2UC Version - 4.22 (May 31, 2025)

    Learn to not stack up on the border. There is a loophope if the AI have DP, stack up, promise to not attack and then dow the DP AI. This mechanic also allow the same against the agressive AIs who will happily throw away stuff to declare from suboptimal situation/position.
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    Retirement from Vox Populi

    Sad to hear, but as you say better to pass the torch if you feel you are a bottleneck. Wish you the best of luck with your issues whatever they may be.
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    Automatic no closed borders like civ 6

    Its more if there is an AI vs AI war and I go in and block paths for one or both because of free open borders which ofc is an option to not abuse. Dont need many units to mess up pathing. Worse is I really really dislike AI units randomly walking in my lands standing in the way and even now AI...
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    Automatic no closed borders like civ 6

    It will also allow the human player to fill AI lands with warriors for cheeze under some circumstances and AI will walk in human lands and annoy/block your units.
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    Automatic no closed borders like civ 6

    In the early game, borders are so small you can easily walk around and scout (atleast until scout units gets nerfed). Its mostly classic and medieval era where you are locked out but if you aquire vassals before this you WILL have open borders to them. What is it more specifically that you want...
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    why this mod feels much better than normal civ?:)

    Yes it does and all high movement/ignore terrain stuff can really break things fast, it also make ships mostly redundant and a waste of resources. Otoh continents creates an excessive barrier until astronomy/navigation (and in some sense until airports), water is also like a flat road without...
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    why this mod feels much better than normal civ?:)

    Note that non authority civs gets other bonuses, if you raise maintenance for big armies the lower successrate of authority will get even lower. Maybe its more of a thing on higher difficulties where also AI doesnt care as much about happiness issues, gets massive bonuses for successful wars and...
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    why this mod feels much better than normal civ?:)

    Thats a tricky balance, simulation in pure AI games have shown warmongers do worse. Its not easy for the human player to curb or outpace a successful ai warmonger since we dont get the same bonuses as the AI.
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    Final 2UC Version - 4.22 (May 31, 2025)

    https://forums.civfanatics.com/threads/how-to-enable-logging.487482/
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    Final 2UC Version - 4.22 (May 31, 2025)

    Logs need to be turned on also, they are not by default.
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    Final 2UC Version - 4.22 (May 31, 2025)

    Is this another memory glitch? havent seen this before The empty "winning" things version 4.21.1 as Rome in early industrial. Edit: I guess it was, also had city names disappear but it solved after restart+reload and tactical mode.
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    Final 2UC Version - 4.22 (May 31, 2025)

    Had to revert to 4.21, 4.22 just froze my game.
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    Last Pre-Integration AI Games Analysis (4.21.1)

    This is an issue in general if someone runs away in tech, I now play with double amounts in the "multiple wonder" costs increase and I see a much better spread pre industrial.
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