Funny Screenshots: Part Deux

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Rules are simple:
One palace by player.
First acquired city (by force or peacefully) is granted a palace.

Nothing special. There is no National wonder bug like the early versions of Vanilla where you could steal AI NWs.
 
One thing about the game I posted: Shaka produced a warrior on the same turn that his city became size 2, so I really couldn't wait until I could capture it.
 
I had a similar start position, except the AI was Monty and I was going for a cultural victory. And we were together on an island with no one else, so I had to destroy him.
 
My rice is better than your rice

DAjh1nl.png
 
Stone ? It is marble is it not ? Dont know how it would help or not , just see it as a fancy pancy resource :D Anyway that Pyramid is ... well build , congrats :D
 
Crab! I was having a really good game, but forgot to check his army size.

Funny part is that I got into Medieval Era last turn (turn 281), though the date (800AD) might be a bit wrong :D Also my compas shows me as East and Byzantine as West :confused:

Spoiler :
Question : When did the Medieval Era start?
Answer : Most use 476, which is the date the last Emperor of the West Roman Empire abdicated in favor of the Emperor of the East Roman Emperor, but it is referred to as the date of the "fall of Rome." This is a doubly convenient date because the East Roman Empire lasted nearly another thousand years, and finally fell in 1453, a date used commonly for the end of the Middle Ages. Current Historians refer to it as the Byzantine Empire during this time


Spoiler :
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Why do all the units in your mod have ridiculous movement?
 
I believe the whole movement system was rewritten, so they probably move much like normal units

Movement Overhaul See movement cost in the following posts
The movement system has been changed approx by a factor of 3. This opens up for added play with movement. F.ex. +1 movement to landunits with Cartography Tech and +1 movement from Transportation Promotion added to landunits with Wheel Wright Building. It also introduces a few other promotions primarily in the SPECIAL Promotion Branch. The units have added movement points as well starting with Clubmen (3) and Scout (5).
 
yup, but the factor is more like 5 and a half'ish
grassland cost 5, but dessert cost 7 (or 8 cant remember), hills add 2 and forest is 7 and jungle 8 (or 9)
Path is 4, Dirt Road is 3, Paved Road is 2 and Highway is 1, while railroad is still 10 moves for anyone.

The reason for doing so in the first place, was I wanted to get rid of the "hidden" movement (0.x) which doesnt show in vanilla (iirc BUG shows it though) and get "pure" numbers only.
Later I added different modifiers and promotions, so movement became a "feature" rather than just a "1 for inf, 2 for horse"
 
:eek: :eek: :eek: :eek: :eek:

xQuIGBa.jpg
 
I love how the resource bubble is also pointing to somewhere on the horseman :mischief:
 
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