Early game in Next War mod

AySteve

Chieftain
Joined
Sep 7, 2006
Messages
82
I usually don't play the scenarios but I really liked the sound of being able to run Next War as a mod to the original game. I thought that since the scenario started right at the end of the tech tree that the early part of the game would be unchanged.

When I loaded up my first game I noticed there were differences even very early in the tech tree e.g:

great wall requires 4 normal walls to build,
great wall gives 2 ENGINEER gpp,
portugals unique building replaces market (instead of customs house)
....and most of all.....
NO APOSTOLIC PALACE.

Now I could be wrong about there being no palace as I unloaded the mod immediatly after, but it was certainly not available with theology and seemed to be removed from the civlopedia. Personally changes like this will stop me using this mod despite the fact the later technologies look really good :(

Anyone else noticed any other significant changes using this mod in the epic game?
 
Yep, no Apostolic Palace. I just went into world builder and watched all the new high tech units blow each other up then went back to a normal epic game. Besides the coolest units are very restricted, you can only have 4 mechs and 2 supertanks at a time.
 
I agree, next war mod isn't playable in the epic game. Basically in my game, the AI is just about to win with space race before we even see all the new units. I launched a full scale nuclear war to stop the ai and earth blew up. :(

I guess that mod only really works with the next war scenario - which was fun btw.
 
I get this weird bug when i take units close to an assault mech unit it looks like the assault mech as well. Ya, i know i think some major changes will be needed if the space race victory option can be left on without nullifying all the new techs. (which is basically the whole mod as i understand it)
 
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