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Final Frontier...?

Discussion in 'Civ4 BTS - Official Mods & Scenarios' started by Belizan, Jul 26, 2007.

  1. Ecofarm

    Ecofarm Deity

    Joined:
    Mar 12, 2007
    Messages:
    15,370
    Location:
    Univ. Florida
    3 sports arenas and 20% culture = 6 happiness = 12 pop
    Temples are more expensive
    you could have 6 of each (24 happy at 20%) in a system

    Health just doesnt matter. You grow plenty anyway (18 pop without health buildings is np).
     
  2. MMV

    MMV Chieftain

    Joined:
    Mar 11, 2005
    Messages:
    75
    Location:
    Central Missouri
    Pirates? turn off barbs in options

    AI too stupid? change to the harder difficulty levels, prince (AI still not to smart) or monarch (AI gets a little smarter). Moving to the higher difficulty level in this mod is NOT like the civ games, it doesn't effect how long it takes to tech something, build something, etc - but only makes the AI smarter.

    Scouts? on auto, they do bring you some results with finding goodie-huts/wreckages, but as soon as you've explored the area immediately around your first planet build for additional planets to expand on, just put them on auto and change to building Stealth Ships (comparatively, the change from scout to explorer in Civ). Additionally, as a prelude to attacking an AI, having several stealth ships INSIDE their borders destroying warplanes(roads) and killing construction ships is KEY to beating the AI on the higher difficulty levels.

    Colony Hubs? Starbases do exactly that by using a construction ship; put them BETWEEN your established planets next to resources

    Unhappiness and sickness? Discover the advocates (survival, wealth, knowledge, power, religion) and help get rid of that. As well, each of the "civs" seem to do better under different civics
    (note that some of the civics which are GOOD in Civ, may not necessarily be good/do the same thing in Final Frontier)

    BEST GUIDE and game/mod walk-through? http://gaming.download-warehouse.org/civ/
     
  3. microbe

    microbe Cascaded Mansion

    Joined:
    Nov 16, 2003
    Messages:
    4,596
    This is silly. On higher levels the AI is not smarter, but just given more discount with the same level of stupidity.
     
  4. Challs

    Challs Warlord

    Joined:
    Apr 11, 2010
    Messages:
    106
    Location:
    Denmark
    Just started firing up Final Frontier today. Was very exited about it at first, but as time passed it became increasingly boresome. After reseaching nearly all of the techs possible, conquering a couple of systems and getting hold of a few resources, i asked myself, what now?
    Final Frontier looks good, but sadly it could use some minor gameplay improvements to make it more playable.
     
  5. TC01

    TC01 Deity

    Joined:
    Jun 28, 2009
    Messages:
    2,216
    Location:
    Irregularly Online
    First of all, this is a pretty old thread (from 2007!).

    Second of all, this may not be quite what you're looking for, but I have a mod of Final Frontier called Final Frontier Plus that you may be interested in.

    Or, you could elaborate on the kind of improvements you want in the mod's thread, and maybe I can work them into a future version.
     

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