Man that is a lot change. Did you have anyone testing other than yourself?
One comment though: The turn times seem to increase really quickly, especially in the early stages of the game.
Possibly stupid question - how do I use a spell like Bloodlust? I've tried looking for upgrade icon in a city with a castle, with and without a wolf raider present. Tried again after getting fire magic 1, still nothing. Little help?
I may need to scale down the amount of gold things cost...
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I think you still can bring in a big chunk if you scale back your research for a turn or 2.
You are right - in beta upgrades were way too cheap, now they are too expensive. I have started a new game with non-beta and it seems my stack of Regenerated Trolls will remain unupgraded - I prefer to have a few units less than to be one (or more) techs back...
I am not sure if making some Small Wonders obsolete is a good idea. I went the Leadership path after discovering Intelligence. I have not discovered Offense yet but I guess a proper SW will be obsolete - so no more cheaper upgrades? No more veteran units after Tactics, when Castle gets obsolete (IIRC)?
S.
If you research both trees, you will lose some abilities of the small wonders in both, but will still be a force to be reckoned with.
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It makes it a choice, rather than simply researching all of it.
Mage Guild V isn't incredibly powerful, gives happy face, reduce corruption and produces a spell.
On the opposite side, going for Magic first gives some nice benefits
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and the most powerful tome spells of the game (if you can find a resource).
I have finished this game - in fact, it was the first COTM game I could be able to finish (the Beta ones hanged at turn 255). I played at Skilled, as Neutral. I have a few extra comments.
1. It turned out I was not able to upgrade any Regeneration Trolls, even when I had a few thousand GP. Maybe a bug, or perhaps I missed some resource (e.g. a Legion one)?
2. Espionage costs are way too high. In Beta I could easily steal technologies, e.g. when I was researching some cheap tech at minimal cost required to discover it in 5 turns I was able to get money required to steal some other tech. Perhaps it was too cheap but now the cost of the most risky mission was about 18k GP.
3. Perhaps VP victory is too easy. I was playing Large (IIRC) Continents and I hit 60k VP limit before I was able to conquer entire continent, at turn 390+. I think the limit should be raised to at least 80k but I think 100k would be too much.
S.
And is hardly buildable at Continents type maps (usually at least one resource required for some level of MG is at the other continent).
Edit: two changes I like the most are immobile but strong Barbarians providing Artillery units and non-buildable Settlers.
You obtained settlers from the barbarian artillery units? Or you obtained settlers from goody huts?
Getting one from a goody hut can make a big difference. It makes expansionist civ's quite useful.
Have to research Navigation to trade between continents (Shipyard), or build airports (Castle Gate, Escape Tunnel, or City Spell Tower).
The problem is that when I am able to get to the other continent, there is no room to settle. And even when a rival civ has Shipyards or airports, usually it has no spare strategic resources to trade. In the mentioned game I was not able to get Mercury at all.
TheGnollRanger said:I have to say this is one of the best mods that I have played, congratulations.
One question re Fortress buildings, is it possible to build the upgraded Lizard Den? It does not seem to appear in the city's build list. Looking at the Civilopedia.txt it appears to require itself as a prerequisite and also does not appear in the Allows section of the standard Lizard Den.
Once again, this is a superb piece of work.
I tried to make those 4 resources not overwhelmingly abundant; yet not too rare
They may be in too low of quantity, I'll check. But what better a reason to go to war, then to nab a mercury!