You can create a duplicate of the map by using "stretch" command (name may be wrong). It creates a new map which you can save in a separate file. It will need resources and start locations replaced, maybe rules too, but you should end up with a map you can carefully adjust so everything is correct
I've attached a hex grid here. What you can do is play around with resizing it and pasting it over your map to see what each hex should be. In paint, its simple - just check "transparent selection" when you have the grid selected right after pasting. Be aware that the civ5 maps will be generated...
Hey fanatics :P
I am looking for a specific mod that was made by a student at seminary as their thesis (so they said in the mod description somewhere). It was a full conversion mod based on the ancient tribes of Israel, with scenarios, custom units etc.. I am not sure if Israel was a playable...
I'll test it for you. I am just starting to consider getting into modding since I want to change more in the map I'm working on than the worldbuilder will currently allow, it's a little disappointing to see that this forum isn't so active anymore... I guess BE and Civ6 have everyone preoccupied...
Civ 5 treats all map characteristics beyond the basics as "mod" elements. Basic stuff like terrain and some features (like marsh and forest) are retained, but start locations and player info seems to be ignored.
I know its counter-intuitive (especially when you can "load scenario" specifically...
I have tried using communitas mod and it is changing the names of units to "vampire scout", "vampire worker" and similar oddities. So far it looks like only tooltips are affected (this is when looking in the production menu on turn 1 with a newly settled city). I have tried it without any other...
There are a few simple ways to take land, DoW and still have good trading opportunities.
For starters, don't alienate everyone. Choose some friends and some enemies, preferably enemies that don't hold grudges so you can get their resources later if that is how you want to play. Always be...
I agree with most of your post, unfortunately, you are way off-base regarding education.
What you are describing is a working class education. While it is very seductive to use this as an opportunity to talk about propaganda, that isn't even the most important point. Your stepdaughter is...
I am used to playing tall but thinking of playing wider, plus trimming the buildings in my tall cities.
If you are building a city solely to control a resource, make a trade route etc., what will you always build?
What buildings do you tend to exclude in your tall cities?
I used to spurn scouts indefinitely. But on my last game with I took the advice of people here and built 1 scout for exploration.
With almost all of the continent explored, I sent him to explore a coastal plains tile beside a barbarian camp. My scout got stuck along the coast when the camp...
Something Bulldog didn't mention about ranged units: protect them.
Units like swordsmen that can fortify (the shield button) are usually very strong on defense. But more importantly, all offensive units have what is known as a zone of control - if an enemy unit enters it, it takes up all of its...
1. You only need to capture the capital cities of each nation which still owns their original capital. Other cities are tactical choices (especially for depriving civs of strategic resources).
2. Manage diplomacy until its time for the end-game. Everyone will hate you by the end unless you are...
It shows you all of the luxuries you have that the AI in question does not have. Only trade luxuries you have 2 or more of to keep from losing access. However I have noticed that when the AI proposes deals on its own turns, it doesn't ask for luxuries unless you have a surplus.
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