How about giving each improvement several :c5citizen: Citizen slots?
For example a Farm may have 2 slots.
If you assign a :c5citizen: Citizen to the :c5food: Food slot, the farm will produce food-related crops, while if you assign a citizen to the :c5production: Production slot, it will produce...
How about giving each improvement several :c5citizen: Citizen slots?
For example a Farm may have 2 slots.
If you assign a :c5citizen: Citizen to the :c5food: Food slot, the farm will produce food-related crops, while if you assign a citizen to the :c5production: Production slot, it will produce...
General Opinions
I like how it would discourage unemployment, as Unemployed Citizens would just use up food :c5food: without any immediate benefits. It would be nice if the middle class science :c5science: /culture :c5culture: balance can be manipulated with Policy Cards. That would allow the...
General Opinions
I like how it would discourage unemployment, as Unemployed Citizens would just use up food :c5food: without any immediate benefits. It would be nice if the middle class science :c5science: /culture :c5culture: balance can be manipulated with Policy Cards. That would allow the...
Basically, in Beyond Earth: Rising Tide, cities could be founded on water tiles and then be moved around. It appeared in the production list as "Move City", and required several turns to move one tile at the time.
(Skip to 01:00)
I highly doubt that VI's engine will allow it, but if it is...
Basically, in Beyond Earth: Rising Tide, cities could be founded on water tiles and then be moved around. It appeared in the production list as "Move City", and required several turns to move one tile at the time.
(Skip to 01:00)
I highly doubt that VI's engine will allow it, but if it is...
So essentially a melee unit, but with a range of more than 1? Don't units which can move after attacking do the same thing?
I guess you can apply attrition damage to Helicopters which end their turn outside a city, same with the early militia and "tribe".
Edit: About the tribe and nomadic...
So essentially a melee unit, but with a range of more than 1? Don't units which can move after attacking do the same thing?
I guess you can apply attrition damage to Helicopters which end their turn outside a city, same with the early militia and "tribe".
Edit: About the tribe and nomadic...
So essentially a melee unit, but with a range of more than 1? Don't units which can move after attacking do the same thing?
I guess you can apply attrition damage to Helicopters which end their turn outside a city, same with the early militia and "tribe".
Edit: About the tribe and nomadic...
Here's some more
http://ultrafusionfallmultiindex.smfforfree3.com/index.php?topic=30.0
http://ultrafusionfallmultiindex.smfforfree3.com/index.php?action=profile;u=5
Would it be possible to scale unit damage relative to unit health? Or is it fixed?
You could try to use Corps and Armies to simulate things like "Warrior I", "Warrior II", "Warrior III" and so on.
Would it be possible to scale unit damage relative to unit health? Or is it fixed?
You could try to use Corps and Armies to simulate things like "Warrior I", "Warrior II", "Warrior III" and so on.
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