Recent content by captainmission

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    Civ Elimination-Who will win?

    Siam: 5 (+1) Songhai 0 (-2)
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    Civ Elimination-Who will win?

    Aztec:9 China:6 France:11 Greece:11 India:8 Iroquois:1 Japan:15 Persia:12 Rome:12 Russia:8 Siam:13 Songhai:15
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    Civilization "Depth" - A Civ 4 vs. Civ 5 Comparison

    i never like the colonisation peantly either but was something they added in BTS, only applied to mid game expansion (post navigation) and could be disabled.
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    Civilization "Depth" - A Civ 4 vs. Civ 5 Comparison

    I'd say complexity is better seen as how many viable statergies or 'interesting choices' does each 'component peice' give. When comparing civ5 happiness with civ4 happiness you also need to look at health and maintaince, as these serve the same function - limiting expansion. One thing i do...
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    Civilization "Depth" - A Civ 4 vs. Civ 5 Comparison

    i'd say that's an example of the point sephi was making; that civ4 had more interaction of various subsystems. In Civ 5 you link you cities to the capital and once you've done that then trade routes are done. There's no real question of whether you do that it just obvious (barring some inland...
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    Making a new Magic System Part III: Terraforming

    some ideas for terraform spells -a ritual to increase the rate of forest spread for elves/FoL. Maybe similar for kelp and OO, and haunted lands and scoin. -rituals with a upkeep to increase the chance of randomly discovering resouses. metals and gems for RoK, seafood for OO, game/cattle/grains...
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    Less Food in City's

    the starting economy civic (decentralisation) give a -10% or so food penalty. once you've researched calander you can switch out of it for +20%
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    Optional Modules Request Thread

    it can add a bit of a wildcard flavour and there is a perverse pleasure seeing a av following bannor, but alot of the time it just feels wrong. Especially with alignment changes- i often find if a civ central on the map founds RoK it ends up making all evil civs neutral. Maybe an option to stop...
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    Optional Modules Request Thread

    i'd like to see an option to stop lairs and dugeons popping religion founding displine units. Always found it annoying when the AI beats me to order or empy due to luck.
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    [Modular] Unique Features Plus

    i gave it a test; it's just the pedia saying that, mercantilism has no affect on respawn
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    [Modular] Unique Features Plus

    i noticed mercantilism stated it halved the respawn rate for features to become unsealed again. Is that intentional?
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    Making a new Magic System Part II: Spells

    how about combat bonus for unit types that currently don't get spefic ones? mounted units- ride with the wind; 10% combat bonus + some first strikes seige units- diseased corpse; chance to spread diseased promotion to x units, x unhealthness in cities attacked for y turns...
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    [Modular Modmodmod] Keepers of the Holy Places

    Just gave it a quick try and thought i'd give some initial thoughts. On the plus side its a fun mechanic of playing a spread out empire; single self sufficant cities, maybe surrond by hostile civs, having to focus on diplomacy to secure open boards- felt very different and in keeping with...
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    Religions+ Brainstorming

    i'd like to see FOL terrain altering effects made 'passive' so i'm not keeping all my priests out blooming or yvavin out vitalising and get them on the frontline. Giving forest a much increase change of spread with FOL as state religion and having a temple of leave and/or guardian of nature...
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