Recent content by tu_79

  1. tu_79

    Community opinions on yield inflation

    You would need to create a different game with a different balance for every type of scenario. For example, you would need to reduce the yields from barbarians only for the games with the option 'raging barbarians'. Or include a new mechanic that reduces yields coming from the same source...
  2. tu_79

    Community opinions on yield inflation

    I disagree. Every option is a boost, yes, but it also carries a cost of oportunity. If you boost your culture, you might not be boosting your military size, which may prove critical in the following turns. Even if you think it's hard to balance early and late game, much much effort has been put...
  3. tu_79

    Community opinions on yield inflation

    Yield inflation is in the spirit of Civ V, which rewards players with a moar, moar, gameplay.
  4. tu_79

    Community Patch - How To Install

    Hello, I am trying to install VP in linux. Following the manual installation, I have downloaded a zip file. Upon uncompressing it, it shows only 4 folders starting with a number. And no compatibility folder. I have moved all the files to the signaled folders, but the application does not...
  5. tu_79

    New Version - 4.2.7 (October 30, 2023)

    Hi, guys! I'd like to try the mod in linux. Gazebo stated years ago that it wasn't compatible, but I'm giving games a chance in linux and things are surprising me. Could you point me to the latest stable version? I don't mind if it isn't fully balanced, it's just for testing. Thanks for...
  6. tu_79

    New Version - 1.1.4 (October 24, 2021)

    A big thank you to Recursive. Gazebo has been in charge for so long that I feared that the project would be gone once he is over with it. Having a team of developers makes it much more resilient. I only wish I had time to play again.
  7. tu_79

    Mechanics Brainstorm

    - Spend money to gain unit experience. - Migration. Unhappy citizens move to the closest city that is happier. - Option to create city states with settlers.
  8. tu_79

    Quick Questions / Quick Answers

    Nope, not implemented. However, if you make, say, oil very common in deserts, then civs with a starting bias on deserts are likely to get it. What we have is the strategic start option which creates one stack of horses and another of iron around the starting settlers, all of the major ones. If...
  9. tu_79

    Most Balanced Map Type?

    Oh. Is there a way to reduce the fertility threshold?
  10. tu_79

    Most Balanced Map Type?

    Does it mean that if too many CS end up near the poles that's because the map doesn't generate enough bonus resources?
  11. tu_79

    Most Balanced Map Type?

    The circumnavigation channel is a line that starts at (1, latitude) and ends at (max_x, latitude), where latitude is either 60 or - 60 degrees. This line wanders following map altitude, but as it approaches the end of the map it slowly returns to the starting latitude. I chose 60 degrees so it...
  12. tu_79

    Most Balanced Map Type?

    That's because every one wanted a different thing for the map, so azum4roll took the pain of making all these options available on game setup. But you can leave it on default. I like to have circumnavigation on, and both Atlantic and Pacific oceans. I don't get what the problem is with city...
  13. tu_79

    Going for Gold: Pantheons

    In this case the pantheon could be, what?, 10% stronger? A little more in some corner cases? Forests and jungles happen in clusters, so although it's not rare to find both types around a few cities, that's not the normal occurrence. Noobs logic is sound. If a people reveres trees, why to make...
  14. tu_79

    Communitu_79a mapscript VP version

    Done. Sorry, I was on holidays. Yep. You can dive into lua. Relevant values are landMinScatter and landMaxScatter, which govern the variability of the general shapes, and coastScatter which gives a smooth or spiky aspect to the coastline.
  15. tu_79

    Communitu_79a mapscript VP version

    Azum4roll fixed the code for channels in the last iteration, kudos for him.
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