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Latest Reviews

  1. JimmyJump
    JimmyJump
    5/5,
    Version: 2016-10-05
    One of the larger and better Earth maps around.
  2. Snowlet
    Snowlet
    5/5,
    Version: 0.1
    Very nice mod.
  3. Wolfdog
  4. Ivghenii
  5. Node60
    Node60
    5/5,
    Version: 2017-06-16
    Monster! :)
  6. Node60
    Node60
    5/5,
    Version: 2017-06-16
    !
  7. ST4LIN
    ST4LIN
    5/5,
    Version: 2017-06-16
    cool
  8. Lionic
    Lionic
    5/5,
    Version: 2017-06-16
    It's perfect! It's a shame that T-28 and T-35 are already created, so I can't ask for them in the similar style.
  9. Node60
    Node60
    5/5,
    Version: 2017-06-08
    Good unit!
  10. Node60
    Node60
    5/5,
    Version: 2017-06-08
    Very good!
  11. birdy92
    birdy92
    5/5,
    Version: 0.84
    Very nice! I like how the units have really cool historic names and the balancing is cool! I was trying something myself and maybe you could help me out? I would like to either edit trade routes making external trade routes better than internal ones (same perks as internal trade routes plus gold for example) or what i would like even more is creating some kind of international trade unit, being able to have one/serveral per civ you are at peace with! That would make a lot of sense because economy encourages peace. You would have to consider going to war because it could cripple your economics, which makes the rest of the winning options more atractive and would make other civs like cleopatra really attractive ( to play with... i mean as a ruler! :D).
  12. Crusader2010
    Crusader2010
    2/5,
    Version: 1.4
    I believe it needs an update. The game returns to the main menu after the "Starting new game" screen appears when playing any kind of map.
  13. assuredgrp
    assuredgrp
    1/5,
    Version: 1003
    Does not work with Civ 6 Improvements Patch. This WAS a great mod when it worked, but author doesn't care to update it so it will function.
  14. raen
    raen
    5/5,
    Version: 1.0.1
    I can add more great people types with this mod, GREAT! Many thanks for this mod.
  15. Sukayo
    Sukayo
    5/5,
    Ther is at least one Gevernent with +2 trade routes, the Merchant Republic
  16. Deliverator
    Deliverator
    5/5,
    Version: 1.0
    Great first unit Wolfdog, hope to see more!
  17. Oni Ryuu
    Oni Ryuu
    5/5,
    Version: 2016-10-05
    This game needs as many tactical units as possible and this is an excellent example. The extra graphics also help to tailor the unit to specific rolls depending on the nature of your mod.
  18. ZerothNebulous
    ZerothNebulous
    5/5,
    This mod deserves a 5 star rating for adding more depth into the city development of the game.
  19. @Rob76
    @Rob76
    5/5,
    Version: .2
    In this mod, Gedemon does the game a huge service by freeing it from the confines of Firaxis’ 1upt design. You can enjoy playing 1upt, but in essence it reduces combat strategy to the logistical exercise of getting units to the point of battle w/o clogging the available geography. Challenging, yes, but dreary, and it bears little resemblance to real world realities. And perhaps most importantly, no one has been able to program a PC-based AI to effectively handle this logistical headache. But in this mod, Gedemon has cleverly given us, if not a true 2upt design, then a semi 2upt game template. And I’m here to tell you that the result are liberating. An elegance in tactical play has now been given this game franchise. Anyone who doubts how 1upt has stifled the game should try this mod. And there is more good news. The AI improvements introduced w/ the spring patch do remarkably well handling the mod’s semi 2upt design. More than once, I was sent reeling by the AI’s ability to concentrate offensive firepower. But don’t expect too much. The AI is still unpredictable. Sometime it will attack effectively; sometimes it inexplicably decides not to attack at all.

    Of course all this praise is basis play testing, and at this point I need to describe that and the revisions I made to the mod itself.

    The programming is robust, well organized, and it is exceptionally well documented. There are even notes for anticipated future revisions. And in every case, the game’s default values are listed. This makes it easy to restore or modify the default values to make the game what you want it. Just open up the mod’s CSO_rules.sql file in a text editor and type your revisions. I recommend Notepad++, but other free editors are available.

    For the testing I describe here, I played several partial games at Immortal, Epic game speed, on std-sized Fractal maps, and I played as the Aztecs. The Aztecs are a solid choice for Domination play, but not as overpowered as Scythia or Macedon.

    Naturally I started off playing the mod as designed. But not for long. After all those years of playing Civs I thru IV, I wasn’t about to give up the multi-hex range capability we finally got w/ Civ5. So I restored all the ranged units to their default values. Next I tested the new combat system. But I didn’t much care for that either. The lower attack values mean that it takes more turns to kill a unit, and w/ the units being cheaper to produce, the AI has an easier time dynamically replacing losses. The result is that it can be quite a grind to finally win a battle. I think Firaxis deserves credit here for giving us a combat system that’s crisp and decisive.

    So where did I end up as what I’d call the optimum? I kept the semi 2upt, the AT reclassification, the new strategic resource system, the air units class revisions, and the revised warmonger diplomacy values. I restored to their defaults the combat ranges and values, as well as the unit costs, and I restored the cities’ defensive capabilities to original. I also reduced the Niter combat bonus from 5 to 1.

    I didn’t play any of the games beyond 200 turns, so this review doesn’t address any endgame issues. I didn’t, for instance, ever test the new uranium bonus system.

    The only problem I had w/ the mod had to do w/ unit upgrades. Regardless of strategic resource requirements, these were lower than they should be. For instance, the upgrade to crossbow usually costs 305 gold. W/ this mod, it only cost me 22. Despite multiple passes, I could not find a programming reason for this error, not in the original, nor in the revisions I made.

    This mod warrants my highest recommendation for those who want dynamic and creative domination play. But this is only a great beginning. More work will be needed to produce a true n-upt design. At the same time, work will need to continue toward a better AI.