Recent content by ShmooDude

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    New Beta Version - May 14th (5/14)

    The 5-14 beta seems to crash to desktop at like turn 3 or 4 for me (done it twice in a row now). Is there anywhere I can look to get you an error log of some sort to make it easier to track down the problem? Was using everything with the EUI and was a different civ both times.
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    Strongest and Weakest Policies

    No, 115% means 115% faster, meaning if your surplus food means you get a citizen at a rate of 10 turns normally, you'd get one at 4.65 turns with 115% faster.
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    A few notes re: the latest version of CEP

    What I'd like to see is cities being stronger when founded by era outside the expansion tree. Maybe something like: Palaces on all non-capital cities that give 1 all yield/era (0 in ancient)? Other people might have better ideas.
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    Guide to using the Communitas Expansion Pack (CEP) with the City-State Diplomacy mod

    My understanding is that you can only have 1 DLL mod at a time. What Whoward did was combined the two mods DLL mods (adding the functionality of both to the singular DLL) so you can get the benefits of both at the same time.
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    Late Game City-State influence.

    Well, CEP should still be balance in its own right though. Whether that requires any changes in this particular case is up for debate :)
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    Guide to using the Communitas Expansion Pack (CEP) with the City-State Diplomacy mod

    Out of curiousity, anyone tried it with the DLL comp version? (ie the civ4 diplomacy + csd)? http://forums.civfanatics.com/showthread.php?t=518556 I'll probably give it a go when I get some time.
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    Late Game City-State influence.

    Yeah, the solving late game gold problem might solve the late game city-state influence problem, it just shouldn't be trivial to ally with all the city-states simply through gold buying as it is now.
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    Lategame tech tree - too easy beelining?

    As far as future tech goes, its not really supposed to do anything except give a point boost (for turn limited games). I'm not sure it really needs anything. Rest of the post I agree with though.
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    Strongest and Weakest Policies

    Some small refinement suggestions for first 4 Trees (ones available from the start), all 4 openers become culture related (only piety wasn't). All give different methods for happiness. Not a lot of changes here. Tradition: Opener: Unlocks Terracotta Army (if this wonder was only available...
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    Strongest and Weakest Policies

    I pretty much agree with most of this, was gonna look over what is in the base game, what we have now, and see if I could do a write up as I would do it and see what people think as soon as I have time. Might be good, might be bad, might spark other ideas. =D
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    Strongest and Weakest Policies

    Well yeah, I wasn't thinking (personally) anyhow, exclusively espionage. But less straight science gains and more other stuff.
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    Strongest and Weakest Policies

    I actually rather like this idea.
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    Leader Improvements

    I thought it was supposed to be the first time per city, not per civ? Or am I misunderstanding your post.
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    Strongest and Weakest Policies

    I like some of these ideas, though my understanding is that there's a limit to what can be done through policies cause many of them are hard coded and can't be modded outside of DLL (which this mod isn't going to do).
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    Late Game City-State influence.

    One thing I've been thinking about recently is how the influence amount from gifts to city-states doesn't decay over the eras. 1000g during the Classical era is a significantly larger investment than 1000g during the Atomic era. In late game, it tends to become trivial to buy up all the...
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