Recent content by killmeplease

  1. killmeplease

    [GS] Civ VI Industrialization and Economic Overhaul.

    i make small mods, one simple idea per mod. bigger mods are very time consuming and i dont have much free time. you can learn how to mod by yourself its not hard. theres a modding section on the forum, and other modders are very nice, always helping i learn chiefly by studying other mods
  2. killmeplease

    Adding a prehistorical era?

    most 'ancient' techs in the civ's tech tree (agriculture, pottery, animal husbandry, archery, sailing, astrology, mining) -- are really prehistorical techs
  3. killmeplease

    Adding a prehistorical era?

    and there could be mammoths instead of goody huts actually theres no need to make the prehistoric era a much different gameplaywise, just make cities (=camps) moveable and resources depleteable (or providing a temporary bonus yield)
  4. killmeplease

    [GS] Agricultural Revolution

    it could be Grange district (large farmstead, historically -- an outlying farm with tithe barns belonging to a monastery or feudal lord) at Feudalism, +1 food per adjacent farm improvement and +2 food per adjacent field improvement (available at mechanized agriculture). with fertilizers another...
  5. killmeplease

    [GS] Agricultural Revolution

    your mod changes too much things aside from agriculture. i think it would be better if it was more focused. there's the "Strategic Yield Rebalance" mod which goes further, removing all terrain yields. It makes sence, as the city plot still can feed at least 1 population, and a few citizens...
  6. killmeplease

    What do you want from an Economic Victory?

    actually GDR population was growing faster than FRG, despite of the higher percent of working women. The working population of the industrializing Britain (late 18th to early 19th century) also procreated like mad (and it was mostly due to increase in fertility, not declining mortality). I think...
  7. killmeplease

    Extensive economies

    Currently in the game 1 citizen always works 1 hex of land, but historically 'working areas' could differ very much. E.g. a herdsman used 100x more land than a farmer. A paddy rice farmer much less than a wheat farmer, etc. To emulate extensive land use, some improvements could be given...
  8. killmeplease

    [R&F] Mekewap and Farm Rework

    bonus resources are for the early game, they make city placement more interesting potentially they colud play a bigger role, if you had to collect different species from around the world to be able to build certain improvements (wheat farm, rice farm, cattle pasture etc, with different yields...
  9. killmeplease

    Why Does Russia Have A Unique Holy Site?

    Scotland definitely deserves it more than Korea "The Scottish Enlightenment was the period in 18th and early 19th century Scotlandcharacterised by an outpouring of intellectual and scientific accomplishments. ... Among the fields that rapidly advanced were philosophy, political economy...
  10. killmeplease

    Why Does Russia Have A Unique Holy Site?

    are you sure there are more buyers in russia?
  11. killmeplease

    Why Does Russia Have A Unique Holy Site?

    what has changed in these 2 years?
  12. killmeplease

    Why Does Russia Have A Unique Holy Site?

    church wasnt much against converting bells, there were some monasteries which voluntarily passed over more bells than were obliged to. there was an urgent need in modernizing the army, casting more cannons in the first place, after the crushing defeat of Narva without church bronze it wont be...
  13. killmeplease

    [GS] Resource-based Districts

    maybe water pumps were made with the same technology? watt ordered bored cyllinders for his steam engines from wilkinson, and these were just 'inverted' piston pumps
  14. killmeplease

    New Naval Civs Poll

    how ireland is a naval civ?
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