Recent content by Izengrimm

  1. Izengrimm

    Rise And Rule Revisited (epic mod)

    And here we go. First launch
  2. Izengrimm

    Rise And Rule Revisited (epic mod)

    Thank You, mate! This is the most welcome gaming news for me these days! Starting now.....
  3. Izengrimm

    Rise And Rule Revisited (epic mod)

    yesterday: City's name is some developers' joke or easter egg? -
  4. Izengrimm

    Rise And Rule Revisited (epic mod)

    I have a question. How many variables for one civ are triggered when new game begins? I mean the same civ behaves very differently in similar conditions, right? For example, Vikings in the same game with the same neighbours can either rise to the heights of continental empire or rapidly...
  5. Izengrimm

    Rise And Rule Revisited (epic mod)

    last years always Monarch. Top balanced level in the game. tried higher levels but the gaming itself becomes pointless - the enemy civs get very advanced start but nonetheless they end like they always do - constantly warring, poor and seriously exhausted. It's not about how advanced and rich...
  6. Izengrimm

    Rise And Rule Revisited (epic mod)

    Here's my non-RARR trouble. I always meet one main issue during every game - my eternally fighting neighbours inevitably come short of money and resources. Of course when they're continually fighting for 300-500-800 years and their cities have lost population due to resource depletion, they have...
  7. Izengrimm

    Rise And Rule Revisited (epic mod)

    Yep, I understand the problem with SS right in the capital - AI must "wake" the local unit, pick SS with that unit, move it outside the city and return it back to get the gold. 4-stage algorithm. But how about the non-capitals? Do they just stockpile these supply shipments without taking them...
  8. Izengrimm

    Rise And Rule Revisited (epic mod)

    Well, I set it to 5K gold manually and playing right now. Went through ancient era with no issues, Now in the middle of Medieval age, still no problems. Noticed couple of flavour resources locations near the neighbourhood civ cities, probably they built small wonders there - I constantly check...
  9. Izengrimm

    Rise And Rule Revisited (epic mod)

    I have some minor comment about funny tax revenues by the supply shipments from the wineries, plantations and other SW. 25 gold payment by default is really something. Historically, any big manufacture works like those were the key budget production elements and main state treasury supporters...
  10. Izengrimm

    Rise And Rule Revisited (epic mod)

    Thank god! Sometimes, after the whole tech tree is completed. When I want to add some Warhammer flavour to my game)) NO victory conditions at all, aggressive civs, 999 turns, only Monarch level (the most balanced level IMHO) PS. BTW, once I said here that it is strange to perform ritual...
  11. Izengrimm

    Rise And Rule Revisited (epic mod)

    Thank you for your detailed reply! I'm really looking forward to see my beloved RARR gets even better. PS. BTW, while I'm playing for the America civ right now, I finally remembered what bug I've been always forgetting to report over and over again! :D Here's the situation: when the Mechanized...
  12. Izengrimm

    Rise And Rule Revisited (epic mod)

    Thanks. Interesting. And: 1.Why Knights and Chivalry are two different techs? 2.Do You plan to make Fortification one of those mandatory techs required to proceed to the next era?
  13. Izengrimm

    Rise And Rule Revisited (epic mod)

    Just came to mind: C3C does have the Mayans civ but RARR doesn't Is it possible for Mayans to return in some future mod versions? Personally I miss them much PS. Were they replaced by Sioux civ?
  14. Izengrimm

    Rise And Rule Revisited (epic mod)

    a little bit of humour)) The Shadow of the Future
  15. Izengrimm

    Rise And Rule Revisited (epic mod)

    They aren't but surely these units should have similar lethal effect in game
Top Bottom