Took a break from playing Civ and came back to find this treat! Excellent work here, having a lot of fun with it.
Thanks a lot XD
You are welcome, do give us more feedback when you have them

Took a break from playing Civ and came back to find this treat! Excellent work here, having a lot of fun with it.
Thanks a lot XD
I had played this mod about a year ago, and eventually removed it because the AI's turn sequence was too darn slow on my (low end) computer. I'm delighted to see this has been fixed in a great way! At least the turns are completed in a reasonably timely manner, which makes the game so much more enjoyable.
Massive kudos here!![]()
1. There ought to be an optional version for non-Chinese-speaking gamers. In particular, it would translate the names of the leaders/factions into English. I normally would not support this approach, because it is cool to have the original Chinese names, BUT the learning curve is a real problem with this many Civs in play at the beginning of the game. To a non-Chinese speaker, the names are horrendously confusing.
2. The system of the war leaders/legions and their special promotions is very good. You might want to double-check the text that appears when mousing-over their promotions. A number of them are poorly written and hard to understand. Some of the tech names seemed pretty clumsy. Please don't take this the wrong way--IIRC these kinds of problems were far more common in the last version I played, so it looks like a definite effort was made in that area. Thanks!
3. Although the AI turn cycle moves along very nicely now, the game does bog down quite a bit in the long run. Part of this I think is because of the mounting slugfest trying to demolish one stack of doom after the next. There ought to be some way of limiting the number of units on the board, or the sizes of the stacks (good luck here!) This is nuts.
4. I had a problem with the heavy crossbowmen, in that they were nearly impossible destroy. Again, this required massive numbers of siege weapons sacrificed in order to kill off a few units. I didn't like that. It slows the game flow a lot. Have you considered using ranged bombardment rather than forcing the player to actually hurl the siege machines at cities in suicide attacks? This might help in that the player wouldn't have to constantly rebuild mountains of siege machines all the time.
5. Just a thought here--why not give light cavalry a base move of 3, and heavy cavalry and armored chariots a base move of 2? It would make the light cavalry more useful without busting the game balance.
6. It might also be a good idea to allow sacrificing patriarchs/holy men/missionaries to reduce the length of unrest in conquered cities. This would accelerate the game flow a bit. (???)
The legion system is bloody brilliant.
The mod is bloody brilliant.
i don't know if you fixed this bug or not, but sometimes my culture build sometimes completes when it not suppose to. can you fix this minor bug?
What do you mean by 'culture build sometimes completes when it not suppose to'?
Please give a hint as to which promotion texts are confusing since I can't tell which are, because it's me who wrote them.![]()
May be reduce the general length of unrest in a good move.
BRILLIANT!
When different legions are stacked together, it's hard to tell which unit goes with which hero. I'm not sure how to make that more practical. Color-coding the little symbols on the upper left of the unit icons? Sounds like tough work.
Is there any plan to give the spy an ability to assassinate heroes? I would make it hard in general, except inside cities. This could tie into the espionage mechanics. Getting caught in the act should cause a massive diplo penalty.
Awsome mod Dude, best i ever tried, but i still having CTD problems on early turns =/
One more thing.
When I upgrade a hero's level, say for example his melee level, it does not always allow an extra melee unit to join the hero's legion. Is this not the way it's supposed to work?
It should always allow another legion member to join... however, due to some slight bug, it may be impossible until the next turn or until the core troop has healed completely. If that is the case though, you'll notice a few other things such as not being able to change core troop ect.
It occasionally happens to me, but if nothing get's better after a few turns, but disband the legion and reform it.
Depending on the unit type, the total number of units allowable in the legion varies. For example, if I select an archer, only one slot is available, total (no other choices). If I remove the archer and select a melee unit instead, it then appears I can select one more of the latter. So I can have either one archer OR two melee units. Hmmm. That didn't look right.
It should always allow another legion member to join... however, due to some slight bug, it may be impossible until the next turn or until the core troop has healed completely. If that is the case though, you'll notice a few other things such as not being able to change core troop ect.
It occasionally happens to me, but if nothing get's better after a few turns, but disband the legion and reform it.
That sounds right. This problem usually gets lost in the confusion of multiple legions and their leaders stacked together. Once in a while, I stop and go down the entire list of heroes, painstakingly verifying if some have "mysteriously" gained an extra slot in their legions. Your explanation clarifies why this is happening. If the new slot doesn't work immediately, I usually forget that I once added the promotion, since I get hopelessly mixed up with the heroes' names!
If the extra bit of detail can be added, such as numbering the legions (I suppose chronologically) and then sorting the unit icons accordingly (and not in order of attack strength), it would greatly help keeping track of things.
@ StMartin
I went ahead and wrote down some suggestions on how to translate promotions (for the tooltip help). Hope this helps.
Those of you who don't want to ruin their pleasure of discovering the mod during play, don't go further.
The really crazy names are funny, but I don't really think the current promotions names need to be changed. Most of them tend to convey what the promotion does effectively, and to the point. I also see you're looking in the xml file, where all the promotion names are diffent than in play, so that might clear up some confusion.
I think your tooltip changes are very good though, they all seem to remove any awkwardness without over-lengthening the whole thing!
@ stmartin, the injured legion contraits work very well... the only thing that can even be considered near a bug is the inability to add another legion member to an injured legion.