Your rivals may have advance units of late medieval to mid renaissance era. It sure spice up the game! Your balistas vs cannon or horseman against lancer. But they are limited and with special names/identity.
Actually because of the larger total population of Britannia which is double of other civs, it will somewhat make up for the lack of research pact. You should get the first tech researched around ~30 turns. Except for Mage, I doubt AI could beat that.
Never thought of expanding from the islands...
Any game progress update from any1 who has played? Due to lack of time, I am only playing turn 30+ of the published version of the scenario. What I notice is the AI despite their massive armies in Deity level have not being able to take a single city from me yet unlike previous versions I...
Thanks A LOT for the feedback. Good to know it can work for those who have upgraded to G&K which I did not have. Now more can consider trying the scenario.
I didn't thought of research agreement effect as apparently didn't use it enough :P
If I have known, I might have reduce it effects a...
Title: Ultima X - Battle for Brittannia!
Type: Scenario with minor mod
File Version: 1.00
Compatibility: Civilization V ver 1.1.0.674
Download Link: http://forums.civfanatics.com/downloads.php?do=file&id=19617
Thread Link: http://forums.civfanatics.com/showthread.php?t=469218
Author Name...
After months of tolling, I present the return of the Ultima scenario to the Civilization series!
Based on the classic RPG of the 80-90's set in the medieval world of Britannia! The Ultima series from #1-#9 pits you as an outside hero Avatar that champion the cause of Lord British and his...
Behold.... the return of Ultima! Set in the beautiful map of Brittannia specially created tediously from the Worldbuilder, hex by hex, we have now a map worth spilling blood over for!
The magnificent realm of the beloved ruler, Lord British has broken up to nine states and now you playing as...
i think i found out why my mod didn't load. One suppose to select Single Player after selecting Next in the Mod selection menu.
I unfortunately went back out into the main menu! oops.
The mod changes for my scenario (custom map with city placement) is simple, just renames (lots of <update> tag) and some minor gamerule tweaks. I am attaching it. No option to attach my tiny xml files, so used zip instead.
The changes are so simple yet it cannot work with the sudden patch...
I didn't launch Civ5 for 2 weeks to work on my mod (scenario) and today I realise it is on 674 from last check 511 and the custom changes doesn't turn on in effect anymore despite selecting my Mod. There is no error messages.
My game has the Mongol DLC which my custom mod did utilise. DEspite...
Under SDK Worldbuilder, and under Scenario Editor tab, there is option for each civ to have the handicap level set(from Settler to Deity) and this can be set by civ.
Does it really mean anything?
When I set two different AI civ handicap level to one at Chieftain and another at Deity in...
How does one disable great generals, artiest, scientist etc that comes free when Wonder like Brandenberg or Lourve is completed. I do not see any relevant free people line of code under each respective xml entry.
For Hagia Sofia I see this, which i can zero via Modbuddy...
I am not updating xml files directly, I am using Modbuddy and using <update> commands. But I need to know where the line of code look like to modify cost of each worker action seperately. If you can tell me, it is much appreciated.
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