Grathocke
Marquis
Just a note: I use both City Roads mod and Builders Build Roads mod and haven't found any problems or conflicts yet.
Hello, just some bug feed back.
As Nubia the Mbanza dosent have a graphic on the 3D map, just a red exclamation mark. This is both for building and built.
Started my first game with this mod, playing as Korea with default settings.
I'm not sure if this is intended, but the wandering monk unit behaves like anti-cav (I.e they can melee and range attack). They also cannot upgrade to archers, and remain available to train/build after archers are unlocked.
I love the new Asian Pacific harbor, but it misses out on a lot of bonuses. I'm not sure if this is because it is a unique district not accounted for, or because its adjacency bonuses provide culture instead of gold, but they receive no bonuses related to adjacency (aside from the base bonus). The +100% adjacency bonuses for harbors does not affect it, golden age free inquiry doesn't provide science from them, and shipyards do not provide production from adjacency bonuses.
Nothing else seems strange, except perhaps GPP. I was earning great writers and admirals much faster than usual, but I hadn't earned a single great scientist. Galileo was recruited, and I still hadn't gotten one. The great person screen was quite strange to look at, as you needed over 800 GPP for Galileo, but the rest were around 80 to 200-ish. It just seems like some great people were being warned at much different rates than others. I didn't check scientists until Galileo was available, so I'm not sure who got the earlier ones (if anyone), but no one had much more GPP per turn than me, so I'm not sure what was going on. In the past, when using QCT, I turned off slower great people, as I found it was too slow, but I didn't touch the settings for this mod. I'm not sure if that has anything to do with it.
I am also giving spheres a go. I just tried the Maori on King difficulty, single player, and after settling I had conquered two capitals (Spain and Russia) with my sights on a third in 34 turns.
I love the concept and design of the wandering monk, but I think he's a touch too powerful. Its melee at 25 is stronger than the warrior, cheaper to build than the warrior, +1 speed faster than other units, no maintenance, and it has a bombard. Two to three units can quickly defeat city walls, and if you add a warrior unit or two for extra protection (later, archers), you have it made.
Combined with the Maori's bonus production on forests and ability to travel anywhere due to seafaring you can seriously snowball.
At least before you had to wait until archers were researched to seriously consider taking a city, and archers had a maintenance cost.
Maybe if the wandering monk could only be purchased with faith, that would make for an interesting choice. Or if you drop the melee strength from 25 to 15 and increased the cost to build.
Love the changes. Keep it coming.
So, I'm playing as Arabia and I go to install my first governor when I noticed something didn't look right. I thought there were three clerics. Then I looked closer and saw one was a druid. . Very nice. I had a city where his promotion would be perfect: Near the Zulus, with a lot of forests and some marsh. Very little open land. I really like this guy. I haven't played as the British Isles or Western Europe yet, but with their Celtic history this governor would be a good fit. I hope to see more new and interesting governors as the mod progresses.
Hi, Isau. This is not on topic, but I'm curious. Are you the same person who has the "Quo" mods in Age of Wonders III? Or is it just a spurious coincidence?