Recent content by Maltazard

  1. Maltazard

    C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

    I still think that too many civs is a nightmare for diplomacy and simply managing all the AI's interacting with each other... it's already pretty bad at 40 civs, I get an average of 2 AIs per turn asking me to stop trading with their enemy or to join their petty war on the other side of the...
  2. Maltazard

    C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

    If I knew how to actually go about doing it, I'd love to attempt a handful of historically accurate scenarios based on this map (and with Pit's permission of course!). Quite the task at this size, but all the more rewarding then. However, the world editor is so much different now, and there are...
  3. Maltazard

    Single Player bugs and crashes v42 plus (SVN) - After April 2022

    Yeah I had no idea of that. I used them passively only, to prevent culture flipping/revolt and perhaps boost literacy a little bit. It's a cool feature... indeed kind of hidden, or probably just mentioned in some civopedia page or forum post about it. RTFM I guess :mischief:
  4. Maltazard

    Single Player bugs and crashes v42 plus (SVN) - After April 2022

    What? Entertainers reduce anarchy in conquered cities? I had no clue, how does it work? It just goes down after you move them to the city?
  5. Maltazard

    Culture

    As long as you have at least one city with the foreign culture, you can also replicate it by training settlers in that city and settling them. Settlers get a culture promotion based on the local cultures in a city.
  6. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    Would it be cool to also allow religious wonders to be built in holy cities? Out of all the great people, prophets are quite challenging to get in C2C for me. I used to hoard religions only to not be able to build all the corresponding religious wonders, which is kind of a waste. Make them quite...
  7. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    Then we would have to give each culture/ethnicity some weighted values, such as individualism vs collectivism, discipline vs passion, and so on. Values which can be represented through a promotion on a combat unit with a definite effect. We already have similar things for stuff like martial arts...
  8. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    I guess it depends on your approach to the concept of culture, if using a constructivist approach there would be no real reason why roman samurais wouldn't be a thing under the right circumstances. But constructivism makes no sense. In other words, there is a fixed element to the roman culture...
  9. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    They looked different indeed. If I remember right, say you captured a chinese city with 5 pop, you now had 5 asian citizens in it, which had the asian art style. Then, somehow, any new citizen head would be of your culture group instead, or at least 50% of them, again I don't quite remember...
  10. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    It's funny that Civ III had an ethnicity for each citizen head and you could do some uncool things like whip the foreigners out of existence, or make them all workers... despite Civ IV being a much more complex game, some nuances were lost.
  11. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    Sounds like something similar to Victoria II's pop system where each individual has a class, political ideology, religion, culture group/ethnicity and they're all tracked separately. Then you can see the composition of each tile accordingly.
  12. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    Mixed cultures already exist in the game by design, for instance Byzantine culture requires both european and middle eastern culture, and if I remember correctly some modern american cultures also require european culture as well. There might be a few more for the other continents too. As it is...
  13. Maltazard

    Caveman 2 Cosmos (ideas/discussions thread)

    You can safely play on standard size maps into the future eras, it is easier if you control most of the world by then to limit AI's units to a reasonable amount. There are some standard sized space maps in the maps subforum that allow you to also experience the space colonization eras. There are...
  14. Maltazard

    C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

    Maybe playing with conquest victory requires all units killed and always raze options combined is a good enough approximation?
  15. Maltazard

    C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

    Regarding forced razing, sometimes the harder option is to keep a city. So much so that at some point I recall a discussion involving removing the abandon city mechanic since it was too good for the player and the AI couldn't use it. Regarding city shrinking, low pop cities are way easier to...
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