Recent content by MaXimillionZero

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    A huge ~630MB update. What did it contain?

    How is this poor customer service from Steam's part? They're automatically updating your game to the latest version. It's not their fault that the latest version removes a feature, or that 2K/Firaxis didn't put the old version available as an alternative (which Steam supports). I'm no Steam...
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    A huge ~630MB update. What did it contain?

    I don't see why you would criticize Valve when this is clearly the fault of 2K/Firaxis. Valve is just delivering the patch they made to customers.
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    Free to Play weekend

    The F2P weekend does not seem to include G&K.
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    Tech Tree Discussion

    I probably wouldn't personally build them even then, but it would make them much more viable. Aren't there a bunch more terrain types flat enough to make them useful though? Salt Flats, Barren, Scrub(?), Desert(?) and maybe a few others.
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    Tech Tree Discussion

    Being strong against melee is a poor advantage when pretty much all strong units in the era are something else. Horsemen, Javelineers, Town Watchmen, Archers and Rangers are all more desirable than Axemen, and of those the only melee are Javelineers (Which is weird actually, since they upgrade...
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    C2C SVN Changelog

    My take on early tech prioritization would be: Cave Dwelling without a beeline for Shelter Building should only happen if there are caves nearby. Tracking is probably a better early target than Hard Hammer so you can start getting animals reliably ASAP. After Tracking, Oral Tradition and Hard...
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    AIs and the Art of War

    Except that you can give crime promotions to any Melee, Archery or Gunpowder unit, and with open borders can have them in another civ's territory without it being a hostile action.
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    C2C SVN Changelog

    I take it this means new cultures will now be available to be built the turn after taking a foreign city with a new native culture, rather than having to wait for its revolt?
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    AIs and the Art of War

    But since crime has no effect anywhere other than city tiles, the AI should focus its anti-crime units on those. Getting rid on crime-generating units elsewhere would of course be useful, but there's no need to move anti-crime units outside of cities.
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    AIs and the Art of War

    I know it flows in such a fashion, but only the crime on the actual city tile is what counts, and I'm under the impression that having a crime-reducing unit directly on the city tile helps the city more than having it on any other tile nearby. If it doesn't, then the system is quite strangely...
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    Single Player bugs and crashes - After the 29th of March

    Turns out this was the cause. I'm quite sure I've not turned it off myself though, so not sure how that happened. Wasn't aware there was such an option.
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    AIs and the Art of War

    That sounds like one of the worst changes to the mod in a long time, making a previously fine civic completely unusable. And IIRC, the first military civic has it's own drawbacks, so now it'll take even longer to get a decent one. But since crime only has an effect on cities, reducing it...
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    Subdued Animals in C2C discussions

    As with any unit with 0 production cost, you get -1 gold from deleting them within your territory, but nothing outside it, just as you don't get a gold boost for deleting units with a production cost if they're outside your territory.
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    Single Player bugs and crashes - After the 29th of March

    It might still be usable if executives and missionaries hadn't lost their auto-spread command and you could build them in batches of 5 and tell them to find a city to spread to, but having to deal with both the national limit and finding cities for them to spread to makes them far too annoying...
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    Game examples (save games)

    If you mean the map layout, I use the PerfectWorld2f script. If you mean the view, zoom out to globe view and choose culture view. Divine Prophets
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