Dancing Hoskuld
Deity
Yes, they are a pirate event. Just like Illyrian Pirates which are also OP for their period since you can't counter them. That is the point, I think.
@Modders: Note this reaction by rwglaub when we discuss the "rubber band" to draw leaders back into the pack to make C2C playable for longer. The pirate events are "bad events" on purpose. Some players don't like such bad events. That is one reason that all events that cost money cost so little money.
After a while the real cost of the techs go back down to be more reasonable value. At first I thought it was part of the mechanic to slow leaders down but now I think it is just that techs in a new era just cost more while you get the new buildings built.
@Modders: Note this reaction by rwglaub when we discuss the "rubber band" to draw leaders back into the pack to make C2C playable for longer. The pirate events are "bad events" on purpose. Some players don't like such bad events. That is one reason that all events that cost money cost so little money.
Hi,
I've been playing this mod, and so far it's been a lot of fun - especially with Neanderthals. However, I've now reached the Ancient Age, and something strange is happening - techs are taking longer to research than their beaker cost and my beaker production indicates they should. For example, Fungiculture costs 1590 beakers, and I'm making 146 per turn. So, it should take 11 turns. But the game says it will take 25 turns. Is there some hidden factor that makes Ancient Age techs more expensive?
Prehistoric techs still cost the amont I'd expect them to. But I'm rapidly running out of those techs, and can't avoid the Ancient Age forever.
After a while the real cost of the techs go back down to be more reasonable value. At first I thought it was part of the mechanic to slow leaders down but now I think it is just that techs in a new era just cost more while you get the new buildings built.