How do we feel about jungles converting to ancient forests under FotL? I think it happens in other forks and it feels properly thematic without being OP
e. How would we also feel about adding the Force damage type resistance to some existing promos like magic resistance? As-is magic missiles...
What about adding something like a -5 revolt risk to the Tower of Eyes wonder itself? Seems thematic and not overly strong, especially since something like the heroic/national epic give -3
it's not possible to do terrain conditional workrate improvals in any efficient way, right? Was just thinking about how much of a hit to eco temples of hand can be for the illians with the +50% work rate for ice tiles.
I've been running it in a pbem for the past 12ish months with no issues to speak of, except for one very recent waiting on civ that was fixed with a single turn rollback (always run random seed, folks). Can't speak as much for direct IP but I'd imagine it's fairly stable there as well...
Any recent consideration on changing the hammer cost of Guild of Hammers upward or changing the Eyes and Ears network affect? Both incredibly strong to gamewarping wonders.
e. saw a suggestion to require x forges to build Guild of Hammers, which would at least weaken one of its greatest...
Is the Pillar of Chains not stacking with Governor's Manor intended? I vaguely recall this working in at least other modmods, but I could be way off and it's only worked in my dreams lol
Have you considered having law mana give some sort of passive bonus to the revolution mechanics now that the reworks been implemented? was thinking it could be an interesting way to differentiate its passive bonus from force, though revolution being optional presumably limits the design space...
I think my group would get a good bit out of an "accelerated ancient" sort of start too (not being too familiar with the EitB ones and mostly presuming), since those extra ~30 basically dead and/or RNG turns can feel like eons on a PbEM
Yeah being able to assign a basic hub/spoke kind of priority system could go a long way to making at least multiple local chains much less of a daunting micro hassle
I think it's on the latest stable/big release listed on civfanatics, since I tried updating to the latest ver and found I'd already done so, so maybe it was fixed in a SVN -- haven't set that up for realism yet, was unsure of it's stability/types of updates
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