Jayman1000
Prince
- Joined
- May 6, 2006
- Messages
- 319
Hello, can I just tell you guys how much I love this mod (and the mods it incorporates). I feel like there's enough stuff to play around with to last the rest of my life lol!
Always enjoyed reading your review work as well and you've done a lot to help us with AI issues so you're one of us really.Hello, can I just tell you guys how much I love this mod (and the mods it incorporates). I feel like there's enough stuff to play around with to last the rest of my life lol!
Always enjoyed reading your review work as well and you've done a lot to help us with AI issues so you're one of us really.
Oh, an interesting point.Bottleneck
Normally I'd agree, but Size Matters is an exception. The mod does not benefit from it, and I won't play with it again. I'm hoping that Combined Arms/Strength in Numbers might fix it, but that may just be me being optimistic.And the excuse of "not everybody plays with the [insert_available_option] ON" is outright LAME, sorry.
If it's there (and definitely something THAT much unique compared to Vanilla) - then if you don't play it, you are simply ignoring a part of the MOD that makes it BETTER than Vanilla in the first place.
Well, to each their own.Normally I'd agree, but Size Matters is an exception. The mod does not benefit from it, and I won't play with it again. I'm hoping that Combined Arms/Strength in Numbers might fix it, but that may just be me being optimistic.
Turn it up to emperor or immortal.Also I decided to start to start another game and move my difficulty up one notch since I was well ahead at prince. It's early yet but I can sure see the difference with barbarians. There are a good many more of them at monarch difficulty. I am seeing stacks of 4-5 of them roaming around.
Turn it up to emperor or immortal.
Especially if you consider that you won't be able to renew that treaty. Is there any way you could pay with other resources (even if you need many of them), or, if you are really desperate, with money per turn?I was however able to make contact with other civs by sailing to the, what seems to be, main continent of the map and one of them, whom i have good relations with, would trade copper wares for no less than 4 techs with me. This would of course allow me to upgrade my Obsidian troops to copper tier but the trade seems still too expensive.
Especially if you consider that you won't be able to renew that treaty. Is there any way you could pay with other resources (even if you need many of them), or, if you are really desperate, with money per turn?
Get it out of sight of the nation that put it into 'wanted' status for a round. Sometimes that can mean really getting it to move far and if its YOU that made your OWN criminal 'wanted', you need to simply get it out of your borders IIRC.Can a criminal lose its wanted status, or does it keep it forever?
Get it out of sight of the nation that put it into 'wanted' status for a round. Sometimes that can mean really getting it to move far and if its YOU that made your OWN criminal 'wanted', you need to simply get it out of your borders IIRC.
Another question if I may, is building units in my state religions holy city supposed to give a -5% xp penalty? It is shown with green text as if it was supposed to be a bonus, but it is a penalty.
That might have to do with traits. Anti-Clerical, Gloomy or Aloof could give you this if you use Thunderbrd's trait set. And green text only means this is present, whereas red text means these buildings are absent.Another question if I may, is building units in my state religions holy city supposed to give a -5% xp penalty? It is shown with green text as if it was supposed to be a bonus, but it is a penalty.
Ah yeah that's true - not quite the same red/green meaning here as on the combat help. Thanks for that reminder.That might have to do with traits. Anti-Clerical, Gloomy or Aloof could give you this if you use Thunderbrd's trait set. And green text only means this is present, whereas red text means these buildings are absent.