Craig_Sutter
Deity
There is going to more than one spaceship victory... the Hanseatic Victory is one, as well as a Silk Route Monopoly one...
Don't understand this... could you clarify please? Or has this nothing to do with my last post?There is going to more than one spaceship victory... the Hanseatic Victory is one, as well as a Silk Route Monopoly one...
Well, not sure if I am really disappointed with that. I'm simply not happy with, thats true. I'm always wondering why something that is called "medieval" has victory conditions that aren't medieval as well. This goes in general, not specifically for this mod; the same is true for M2TW and so on.You'd mentioned you were disappointed that the mod spaceship victory wasn't medieval enough.
Good idea, it makes a lot more sense than just culture. I'll put it in.One minor thing that might be done is to give Keeps some sort of defensive bonus... right now, they just give culture, but certainly, their true purpose was defensive.
Will do.Also, I'd make Walls not depend upon there being a keep. Realisticly, walls around a city really aren't related to there being a keep there. Rather, keeps are precursors to castles and should be a prereq for Castles, but not walls.
Good idea, I'll get something like that worked in.I've mentioned this before as a possible building...
Royal Mint national wonder.
Mint building.
Gold/silver resources produce influence/culture. Give some sort of financial benefits... perhaps produce wealth, or increase production of same.
With Coinage.
I'll have to look into it more, but don't expect it to be in the next version.Also, I was going to suggest a mod that I think might fit very well here - the cultural influence from battles mod. Are you familiar with it? It gives/reduces culture on the basis of battle outcomes. I think that would make a lot of sense in terms of the 'influence' dynamic you're going for here. If you'd like the thread for it, I can dig it up for you.
Good idea, and maybe even later a type of wall that requires copper? I'll try to fit this into the next version.How abut different types of walls? For example, near the beginning, most cities will be able to build wooden walls. Then with construction you can upgrade to stone walls if you have the stone resource, so that will give factions with access to stone more geopolitical value.
Maybe for a later version.About Hamtastic's game, I think its impossible to only use one cavalry unit for your army, like the Nakharar. However, you can easily only use infantry units in your armies, like spearman and axeman. I think something should be done to change this. Mongol were overwhelmingly cavalry and they crushed European armies of spearman and axeman, however in civ that is almost impossible. An idea to strengthen the weak Eastern civs is to give regional Unique Units. For example, Tatars, Mongols, Turks, Armenians, and Hungarians should have access to Horse Archers, while Western European civs have access to more armored cavalry to offset the horse archers. Maybe for a later version.
I plan on making it and releasing it sometime after 0.5 comes out. I had made an earlier version with the small map, but I think that a scenario like this could really gain from the bigger map.By the way Head Serf, are you still working on your 500AD scenario?
I realize the title of the mod is confusing. Although it's called the European Middle Ages Mod, it really lasts from 500 AD (early migration or "dark" ages) to 1500 AD (8 years after the discovery of America and about 47 after the fall of Constantinople). It also implies that it only covers Europe, but it really also includes North Africa, the Middle East, and parts of western Asia.It's a shame you allready have finished it, so I guess, I'm to late here. However, if you ask me, I would prefer something more medivial instead of New World things. This is, becouse you name the Mod "European Middle Ages", and not "European Discoveries" or such.
Good idea, I think that a UN style victory like this would be a good idea. Don't expect it for the next version though.Here is a small example: Instead of "New World Voyage" there could be "Earldom". This will be needed for "Dukedom" and so on. The last thing may be "Electorship" or "Electoral Prince". This is some type of UN-Building, so one may become Emperor (UN-Secretary) and may initiate the diplomatic victory.
Version 0.5 release date: 1/27 - 1/30 barring any large problems or bugs.Anyhow, I've gotten too long-winded. I'm getting anxious to see the next version with its many changes.
Some things that we need right now are lists of unique great people for the different civilizations/regions, (I've already included Great Propehts from Britain and Great Lords from Armenia)...
I don't know, what exactly happens if you use more then one "space race victory". If you turn this off in the scenario map, then are all your (different) space race victories off? I think so, but I don't know. If so, then is New World gone, but the other ones are gone too. Is this intended?@ Arne : It's extremely easy to disable different victories for specific scenarios.