Guys, just updated my SVN, when recalculating assets game said "Narural_Gas instances have been removed", does that mean i have no naTural gas now on map? Thank you.
Just have to thank you guys for the awesome game! I am 500 turns in and only learning bronze working now! (Settler, Marathon?) One thing i have to complain about is how easily other civs kill off each other in the early game. I am playing the preset location scenario as Khmer, and within 100 turns 2 civs were dead in europe. I feel like civs should protect themselves more, one clubman shouldnt be able to take a city. But again only a minor issue, still an amazing game! I love all of the animals, I keep on thinking I have seen them all, but then new ones start appearing! AMAZING!
I've been thinking about adding a unit at the start which has no movement and +300% City Defense or something, in order that you don't get eliminated too soon.
Hello, I wish to help mod c2c. I haven't done any mods for civ yet but am willing to learn about it. If you want me to do anything or need help with anything just ask me.![]()
Hello, I wish to help mod c2c. I haven't done any mods for civ yet but am willing to learn about it. If you want me to do anything or need help with anything just ask me.![]()
Me too. However I was not sure about the amount In Realism Inviticus there are immobile Gun Turret type units. I will post more details about them in your unit topic.
Triple Post
One last suggestion for today: buildable subdued animals. Say, you have a pig resource near a city, and you build the pasture, then the farm in the city. It should then allow you to build the subdued animal, and send them to other cities. This can serve as "breeding."
Hello,
I have been a reader of this forum and thread for some time, but never actually posted anything. On the other hand, I consider myself quite experienced civilization player (started with the very frst part of the game many many years ago) and a big fan of this mod. Great job indeed. I can't even imagine the effort devoted by the team to develop such wonderful and complicated product. Thanks a lot, you provided a lot of good fun to me. I appreciate it.
I have just one comment to the v23. In my game (currently ~ 5000 BC) I have been already able to collect ~15.000 of gold having the science set at 100% all the time (and, currently, positive amount of ~70 of gold per turn going into my treasury). This makes me think that the balance of this aspect is a bit out of control. At the early stages of the game there are numerous buildings available for construction, which provide extra gold on top of what comes from commerce split between gold and science. I think this feature should be removed from some of those buildings, so it becomes more difficult to keep the constant growth of the treasury at no expense. I would appreciate more challenge and be forced to manouver the science slider (decrease the research pace) to keep the economy balanced.
I'm not sure how it will develop in the later stages of the game. I still hope that what I have accumulated so far will be slowly consumed over the time later on, if I want to develop some costly areas of my empire, have strong army etc. However, if this will continue the same way throughout the entire game, then my conclusion will be as described in the paragraph above and suggestion - that you work on tweaking it in the next versions (which I will definitely continue enjoying).
Regards
You can sort of do this with the "Great Farmer". The Great Farmer can "plant" new resources of Animals and Crops (including pigs).
See this thread (and several others actually): http://forums.civfanatics.com/showthread.php?t=462127
What difficulty level are you on? What game speed? REV on or off?