It was fine: it wasn't the version with the didgeridoos.First thought I had when "Waltzing Matilda" started playing in the background when showing off the CS picker. "Boy, I bet Z is loving this video."


It was fine: it wasn't the version with the didgeridoos.First thought I had when "Waltzing Matilda" started playing in the background when showing off the CS picker. "Boy, I bet Z is loving this video."
I wonder if a mod to reduce city and wall strength (likely significantly) would lead to a more exciting game.
Rationalism deserves a nerf, but also picking Babylon is a good way to avoid having to use Rationalism/Natural PhilosophyThis is my favorite update yet. I've been needing a city state picker for years. No more rolling a coastal civ like Indonesia and unfortunately not having Auckland in the game.
The other long-time wish coming true for me is the rebalance of policy cards. Rationalism deserves that nerf since there's never a reason to NOT pick it. And I never picked the Great people cards but now I'm gonna consider them. All and all, a fantastic update.
It was fine: it wasn't the version with the didgeridoos.I have nothing against "Waltzing Matilda"; I just really, really dislike the didgeridoo. I'm sure it's a lovely instrument; it just makes me very uncomfortable--like queasy stomach and tingling spine uncomfortable.
![]()
My quick search in the workshop didn't find it. I'll have to give it another look. Do I take it the second part cant be found in the workshop?IIRC there are mods to do this, as well as people try to alter the game files to reduce the wall strength -50%. It does result in a much more dynamic game.
My quick search in the workshop didn't find it. I'll have to give it another look. Do I take it the second part cant be found in the workshop?
Personally, I'm okay with move+shoot being a promotion. It is a nice strategy and fun tactically to work out. My problem is that they get wrecked by absolutely everything. Maybe some resistance to ranged attacks, even if it meant an increased vulnerability to melee. Now you really would have that classic idea of a city besieged in the first ring with no way for melee units to get to that catapult in the second ring. It's just the "melting when anything looks at it" that bugs.Being unable to move and shoot with catapults hurts the AI more than the human player. Perhaps they could change that instead of reducing wall strength.
Dangerous grounds, my friend... VERY dangerous grounds indeed !!!![]()
Alternatively, someone also suggested a while back that once a city was under siege, its range attack range should be increased to 1 to reflect the fact that the defender can no longer make attack raids out of the city when it is under siege, which I think is a great idea. This would obviously help catapults a lot.Personally, I'm okay with move+shoot being a promotion. It is a nice strategy and fun tactically to work out. My problem is that they get wrecked by absolutely everything. Maybe some resistance to ranged attacks, even if it meant an increased vulnerability to melee. Now you really would have that classic idea of a city besieged in the first ring with no way for melee units to get to that catapult in the second ring. It's just the "melting when anything looks at it" that bugs.
Yes, from how I saw it, you mark which ones are valid picks. If you mark more valid options than desired city states, the game will randomly choose from this set. Downside is you can't lock some and leave some random, so you'll have to make do with either some randomness or make the draw yourself manually.I'm pretty pumped about the city state picker. I didn't look very closely, but the description sounded like it would be similar to the natural wonder picker, in that you can select a smaller list that the ones in the game would then be randomly selected from. Is that accurate? I was sort of holding out hope for a system where you could select 'yes, no, or maybe' for each city state, since there are some that I would absolutely want in my game (as someone mentioned, like Auckland for a coastal game), but then would be fine still having the rest be randomized. But either way it's a welcome addition.
It allows you to have some certainty in your Civ games about which City-States you get, while also leaving a nice flavor of random surprise.I still like the randomnesss that you don't know what you're going to get when you roll a game, but I can see why people want the CS picker and it's a good add.
I still like the randomnesss that you don't know what you're going to get when you roll a game, but I can see why people want the CS picker and it's a good add.
I've never used YnAEMP's city-state picker, but I believe they have this.Or if there was a "Yes/No/Maybe" option. Could definitely imagine wanting to, say, force include one or two CS that you know you want available, but then not care about the others.
A STOP ASKING ME BUTTON
Civ picker ban in February - calling it now
Back in med school, the dude in the apartment above me owned a didgeridoo. Which he liked to practice.
At 3 AM.
I got very, very little sleep that year.
Or if there was a "Yes/No/Maybe" option. Could definitely imagine wanting to, say, force include one or two CS that you know you want available, but then not care about the others.