lethaltoto
Chieftain
Hi,
First, congratulations for your amazing mod, Civinator !
it's evident that you spend an enormous amount of time to build it, and you can be proud of what you have done !
I'm giving a first try to it as Nubia, and here are a few points I can already talk about:
1 - ERROR/MISTAKE:
- The holy man unit upgrade to Mullah for Nubia. That's not a real problem concerning the gameplay (the unit do the job), but that's not correct since Nubia is a christian civ, so they should receive missionnary instead.
- In the pedia, GOLD is described as a bonus ressource. In reality it's a luxury. For players discovering the mod (as me) it can be a problem because they will not give the same attention to a bonus ressource than they should give to a luxury. I discover it when my civ-assist advised me that an other civ had some gold to sold…
- No advance gives the possibility to sign military alliances !
Is that intentional? I Don't think so. On the pedia entrie for WRITTING science, it just talk about the ability to sign ROP. But in the "EMBASSIES" entrie it's said that since a civ discover writting they can sign rop AND military alliance.
According to that I associated military alliance to writting in the editor, for my futur games
2 - THINGS THAT (PERHAPS) SHOULD BE BETTER:
- The FORGE building never becomes obsolete. For now I'm still playing in the age of Discovery so it's still okay, but I already imagine that it will be a little Strange to still have a production bonus in my cities thanks to a forge during the atomic age…
- The LATE PIKEMEN have a too short lifetime, and even sometime no lifetime at all. Renaissance and Gun powder being both firt sciences of the era, MUSKTEMEN come too fast to replace LATE PIKEMEN. In my game I discovered gunpowder before renaissance, so my old spearmen jumped directly to musketmen. Perhaps you should consider to move all the units of musketmen class currently associated to gunpowder to BALLISTICS, and then move the units of MUKETEER class (currently associated to ballistics) to ABSOLUTISM. This way those musketeer would become avalaible the same time than grenadier (their offensive counterpart, so not really Strange)) and will still have a descent lifetime since you need a lot of other techs to jump to the next stage, ENLIGHTENMENT.
- The ARTILLERY class units: I know it's one of your major ideas in CCM (1 and 2), but I dislike it. Okay, IA can manage them better. But they are no more artillery. Just some other fast attack units with defense bombardment. Except graphics, I Don't see major différences between a catapult and a horse archer for exemple. I easily imagine that you won't change that, but it was just to give my opinion
First, congratulations for your amazing mod, Civinator !

I'm giving a first try to it as Nubia, and here are a few points I can already talk about:
1 - ERROR/MISTAKE:
- The holy man unit upgrade to Mullah for Nubia. That's not a real problem concerning the gameplay (the unit do the job), but that's not correct since Nubia is a christian civ, so they should receive missionnary instead.
- In the pedia, GOLD is described as a bonus ressource. In reality it's a luxury. For players discovering the mod (as me) it can be a problem because they will not give the same attention to a bonus ressource than they should give to a luxury. I discover it when my civ-assist advised me that an other civ had some gold to sold…
- No advance gives the possibility to sign military alliances !
Is that intentional? I Don't think so. On the pedia entrie for WRITTING science, it just talk about the ability to sign ROP. But in the "EMBASSIES" entrie it's said that since a civ discover writting they can sign rop AND military alliance.
According to that I associated military alliance to writting in the editor, for my futur games
2 - THINGS THAT (PERHAPS) SHOULD BE BETTER:
- The FORGE building never becomes obsolete. For now I'm still playing in the age of Discovery so it's still okay, but I already imagine that it will be a little Strange to still have a production bonus in my cities thanks to a forge during the atomic age…
- The LATE PIKEMEN have a too short lifetime, and even sometime no lifetime at all. Renaissance and Gun powder being both firt sciences of the era, MUSKTEMEN come too fast to replace LATE PIKEMEN. In my game I discovered gunpowder before renaissance, so my old spearmen jumped directly to musketmen. Perhaps you should consider to move all the units of musketmen class currently associated to gunpowder to BALLISTICS, and then move the units of MUKETEER class (currently associated to ballistics) to ABSOLUTISM. This way those musketeer would become avalaible the same time than grenadier (their offensive counterpart, so not really Strange)) and will still have a descent lifetime since you need a lot of other techs to jump to the next stage, ENLIGHTENMENT.
- The ARTILLERY class units: I know it's one of your major ideas in CCM (1 and 2), but I dislike it. Okay, IA can manage them better. But they are no more artillery. Just some other fast attack units with defense bombardment. Except graphics, I Don't see major différences between a catapult and a horse archer for exemple. I easily imagine that you won't change that, but it was just to give my opinion
