Recent content by azum4roll

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    [Ladies in Charge, vol. 2: Anacaona] Jarcast and KaoticKanine's Taino for VP

    This is a great effect for ranged ships.
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    4.17 + 4UC Arabia Emperor

    You should generally maximize the number of villages on roads, optimally with a trade route passing through (you can send a trade route from a border city to a city on the other side). Only try not to disrupt unique improvements, lumber mill triangles, or fresh water farm triangles.
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    XP for carriers?

    This is very doable as soon as interception gets reworked into something more granular instead of relying on chance. Carrier promotions can increase this stat for all fighters on board, while anti-air units and/or improvements increase this stat for the area. Planes heal faster in cities...
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    4.17 + 4UC Arabia Emperor

    You don't build villages?
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    XP for carriers?

    That's because there are next to no choices. Some promotions that give a boost to the planes on board would be useful.
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    Naval Capital Units for VP

    It's way too strong against air and submarines (both ranged).
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    Continental Drift Map Script

    Orientation doesn't matter, as long as there are 2+ continents at the end.
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    Automatic no closed borders like civ 6

    AI will need to change their logic to escort settlers with a whole army then (or clear the path before sending the settler out), or you'll be able to camp outside their borders without declaring war.
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    Final 2UC Version - 4.22 (May 31, 2025)

    That's not cheese. The AI is perfectly capable of doing so.
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    Automatic no closed borders like civ 6

    Can't end turns will also require sight on the entire path, just like early ships and ocean. Speaking of which, does anyone know how early ships and submarines interact? Is it possible to get an early ship stuck in the ocean if it encounters a submarine halfway through?
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    Automatic no closed borders like civ 6

    This will allow settlers to walk right through your territory and settle in your backyard.
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    Last Pre-Integration AI Games Analysis (4.21.1)

    4th/5th tree after filling up ideologies. There are multiple instances where a civ reached 42 policies, and one even got 43. Weird that some opened Progress as their 4th/5th tree.
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    why this mod feels much better than normal civ?:)

    There isn't space for that many cities per civ.
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    Final 2UC Version - 4.22 (May 31, 2025)

    This just leads back to permanent promise again.
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    why this mod feels much better than normal civ?:)

    How many is "multiple" cities? If you have 10+ before Pioneers and 15+ after (ignore this part for Pangaea maps), you've surely already been successful in war, and are already snowballing.
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