[BtS] "Extra"

I have no idea why it was taken down, but as long as the other link still works it should be fine.

A new version (and a small patch as an alternative) will be uploaded soon anyway.


I think I'm going to change the effects of the Flavian Amphitheatre; instead of it giving a free shock promotion (which is a bit overpowered in the classical and middle ages imo), I want to make it give 1 or 2 free horse resources. This would make it more unique and make it a 'last minute' rescue for those players who lack horses.

I was hoping for some feedback regarding this issue. :)
 
I like the flavian amputhere the way it is
 
On a sidenote, I have discovered the presence of a Judean (Israeli) civ in Greek World (vanilla mod) as well as Dido (for Carthago/Phoenicia) and Nebuchadrezzar (for Babylon). This means they'll be added as well ^^.
 
yeah those lh 's are cool
 
I too feel the Ampitheatre is fine the way it is. The Shock promotion is balanced out by the fact that only one city can build such units, and the fact that random events and quest rewards can grant promotions to rival civs anyways. I also find it a reasonable balance against civs who do have horses, since we each have a power unit to use against the other.

What I would prefer to see changed are some of the techs and civics from late game mods like Final Frontier. These aren't really balanced for a normal game of civ. I also find the tech quotes and tech descriptions troublesome. These tend to be tailored to their respective game worlds, and the FF tech descriptions in particular are didactic and too long. They should be rewritten to sound more like they belong to the regular campaign modes of the game.

As a side note, I notice that VD has been causing some Memory Allocation Failures in the mid to late game on the larger maps and longer game modes. This is probably to be expected, as Firaxis does not provide technical support for MAF problems with mods.
 
What I would prefer to see changed are some of the techs and civics from late game mods like Final Frontier.

I'm having issues with several of the added civics. With their current bonuses, animism is by far the most popular religion civic with the AIs. So you get the situation where half the world is running the most primitive religion civic in modern times.

What is animism, anyway? A vague sense that the trees, rocks and winds have spirits. It is caveman religion, for crying out loud! It really should be rebalanced.
 
Speaking of civics.. I have another idea in mind for Animism. I'm going to add the technology "Animal Handling" from FfH: Age of Ice and assign the civic to that technology. Then using Animism would allow the player to build and control animal units (weak, but fast to build - and a good, temporary alternative for warriors when you lack bronze/iron/horses). ^^
 
Good evening - wondering if anyone can help me with the oversized arcologies? I've read and acted on the previous posts regarding Very Huge arcologies, including checking for files regarding stables, alternate or otherwise. I am running the most recent version of Extra 3.13H, playing on Diety and on random maps and the Earth map, and I experience it all the same.

As late as version C of extra, I was able to enter World Builder and delete an existing stable which alleviated the problem with the Very Huge arcologies, but with the introduction of the new future buildings, specifically (it seems) the capital shipyard, I'm back to continent sized arcologies. Not wanting to remove the capital shipyards, I'm at a loss.

Somewhat incidentally, I solved the (my) problem with huge, floating Assault Mechs by changing the graphics settings to "frozen animations". I've been looking for a similar fix to my Very Huge arcologies woes, but without success.

I've been hoping that this was a bug others would also have, but the forums seem quiet on the subject for some time. Am I missing something obvious? Any help would be greatly appreciated.
 
Which late-game civics/technologies aren't balanced in your opinion, woerkilt?

1. I feel that Technocracy is either underpowered or redundant, especially compared to Representation. I tend to emphasize city population in my games, so I usually have a lot of specialists getting that +3 research bonus under the Rep civic. I realize, of course, that other people don't necessarily play this way.

What might be a cool thing to do with Technocracy is to increase the points for generating a Great Person by 1 per specialist, or a flat rate of 3 per city. That would make it different from Representation, while still being relevant to the idea of a technocratic state. Since the point cost for birthing Great People is high in the late game anyways, I figure this would give the civic sufficient power to stand on it's own.

2. Final Battle is really cool, but a tad overpowered, especially since Legalism also gives a +4 XP bouns. I suggest reducing the XP bonus to 2, while keeping the worker and military unit production bonuses. Or, keeping the XP bonus but reducing or eliminating the worker bonus.

3. I think an unhappiness bonus for Legalism makes sense, given it's Civilpedia description as repressive, but connecting it to non-state religions doesn't seem to make as much sense to me. Considering that it gives a potent XP bonus, putting 1 unhappiness in the largest cities, like Mechanized Workforce, seems more likely to me while achieving balance.

4. With that, I think the unhappiness penalty for Mech Workforce is steep compared to the bonus. Technocracy doesn't have any penalty at all, but if one insists that this particular civic would logically upset citizens, it should at least give a comparable bonus, such as 25% production in all cities, or giving it the worker bonus that you might take from Final Battle, on top of the 10% production. Something like that.

5. The Mind Control Center is too powerful, even with the production penalty, because it negates the penalties of civics and defeats the purpose of many other buildings. The MCC and Mech Workforce nearly cancel each other out, for example. Reducing unhappiness by 2 in the city, instead of eliminating it entirely, might work out better.

Otherwise, I like the promise and the intent of this mod. I'm primarily distressed that the newer versions seem to be playing memory havoc with my late game, in the larger and longer modes.
 
Speaking of civics.. I have another idea in mind for Animism. I'm going to add the technology "Animal Handling" from FfH: Age of Ice and assign the civic to that technology. Then using Animism would allow the player to build and control animal units (weak, but fast to build - and a good, temporary alternative for warriors when you lack bronze/iron/horses). ^^

This mod is getting a little too wierd and lumpy for me. A shame. It started out so well...
 
This mod is getting a little too wierd and lumpy for me. A shame. It started out so well...

Yeah, I liked it at first but it seems like there is too much "stuff" now. It needs to be scaled back. Also getting the contnent sized arcologies bug or whatever it is. Sorry for being critical, its still a good mod.
 
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