A tale of woe; a Newb's daily journal

I will be starting a new one soon hopefully. And yes, it WILL be 1 turn a day. lol

Atm I'm busy testing out my mod and trying to stomp out any potential play issues that may crop up. So far I have to say the mod is performing very well imo. I've made quite a few changes from the standard version of the game. I've designed it with an eye to giving the game an even more epic scale (I like'm big). I can't list every change I've made here but I'll cover a few of the biggies.

It's a big honking 250x250 map. And since the map is so big I've had to make a few changes to compensate; such as increasing the science needed for each tech. Including the player (me), there are 29 civs in this mod. The length of the game has been increased from 540 turns to 600 turns. During the ancient age at least the overall rate of climbing the tech tree is noticeably slower, but as the various civs start meeting up and begin tech sharing progress should begin to speed up again to a near normal pace. (You may actually build a few chariots now instead of skipping straight to horsemen).

I've had to eliminate all the expansionist civs; all the normal civs are still there but any that had the expanionist trait have had it removed and another substituted. The reason for this is that their scouts roaming such a large map gave expanionists an unfair and unrealistic advantage with all those goody huts. So either the goody huts had to go or the scouts did, I picked the scouts. Any civ that had scout unique units; i.e. the Inca, still do. This is something I'm looking at closely atm to see if it gives them too much of an advantage. I'd prefer they keep them if possible.

Modified the Regent difficulty somewhat to make it a bit more difficult without actually going up to Monarch. Instead of unhappiness begining with the third citizen it now starts with the second. This makes it a bit harder to feed AND keep the people happy. The idea is to make the game more challenging WITHOUT having the AI cheat any more than it already does.

Eliminated all free bonus techs at startup. Your people start the game as dumb as the rocks they throw at each other.

Gave Curraghs a 1 unit transport ability. So that now they may actually be useful for something more than waiting for an upgrade to galley. Barracks require Warrior Code. And tobbaco is now a luxury good instead of merely a bonus.

Anyway....with all those changes you can see why I need to run it through a bit of playtesting before I'm ready to come back. But I will be back and I am going to do the game as I was originally going to do it.....just better. :)
 
Back
Top Bottom