Recent content by LastChime

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    [Balance Mod] Better Numbers

    I like this a lot so far, only on about turn 200 on Vostok with it (stepped back one until I'm more familiar with the modified tech/virtue trees). Keep up the good work, haven't encountered anything ludicrous yet really dig your approach on tile yields.
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    Beyond earth the worst civ game ever - nothing happens

    It does need some work for sure, did you try playing on smaller maps? My most recent game I used the Planet Simulator mapscript (perfect world from civ 5) for BE and it put KP and Franco-Iberea both within 20 tiles of my capital on either side, yeah I sneezed around turn 100 and double war...
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    Things you expect to see in DLCs

    1.) "Melee" Naval Unit (same way marines are "Melee") 2.) Bombers 3.) Helicopters/VTOL (other than alien drones) 4.) Different types of aliens related to planets (maybe it picks a set to play with on map creation) 5.) More sponsors (allowing for 12 player games) 6.) More diplomacy options 7.)...
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    dont dare use strategic resource for buildings

    I've never considered it before cause the last 3 or 4 games when I hit that part of the tech web, I was pretty well steamrolling....but will puppets gobble up resources to build stuff like xeno sanctuary and optical surgery(still think it's a weird building name)?
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    Planet Simulator

    This map is amazing compared to any of the vanilla ones, really deserves to be on steam's workshop and get some more exposure. Thank you.
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    Is it CivBE half-product !?

    Not really, this is the new normal. We accept it and we continue to pay money for it. It's no worse off than most new PC releases in the last year or so.
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    First Impressions

    1. Yeah they disappear if not traded with by anyone for x number of turns after drop (not just you) 2. Some quests, some virtues, big increases come through nailing the affinity icons on the tech tree. 3. Disparity between source and destination (i.e. net production/food difference, unsure on...
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    How do trade yields work?

    So " --> " is what the route destination gets, and "<--" Is what comes back to the source of the route?
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    What's the best pace to play this mod on?

    Found an easy fix actually, there's a +160% research cost mod that lines it up better classical usually hits round 1500 bc and the science heavy civs hit medieval round 0, with most others following at about 600 AD works well enough and I always turn off time anyhow I've always felt it's a lame...
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    No gold on river improvements

    You have to guard your caravans which is a pretty cool feature imho. They may need a slight tweak in early gold value to city state trading to make it worth the bother for the above case though. It's also made me consider more carefully where I place my early cities which is a kinda cool side...
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    What's the command "RETIRE" in the game menu for?

    Dropping to main doesn't give you the autopsy report like retire does ;)
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    What's the best pace to play this mod on?

    Found this mod the other day and I absolutely love the way the tech tree and units have been reworked. The only issue I have so far is that in my current game as Songhai, it's about 130 BC and my neighbor alexander has pikeman and carracks... Now I've been pressing for education so I could...
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