OrderofOlav
King of Procrastination
Ah yishhh, that's a good idea
Oh, I shall borrow your modding enthusiasm, love it. 1000 years for this great polish empire (ok, half-polish). Definitely, modding subforum would be dead without you.
About exploration, have you consider "leash" mechanic? Consider distance to nearest city, increasing % of bad things happen the further unit is. Don't know about AI.
At last, considering your future "conquests" the quote of my favourite historical character (he was young then, later he made this statement false):
"Europe is a molehill. It has never had any great empires, like those of the Orient..."
Just noticed that Hannibal doesn't have any text when you encounter him.
Also, I find it really funny how Arminius threatens to break your bones if you don't agree to trade with him, even though we're friendly with each other.
Just noticed that Hannibal doesn't have any text when you encounter him.
Also, I find it really funny how Arminius threatens to break your bones if you don't agree to trade with him, even though we're friendly with each other.
Getting lost should only happen outside familiar territory. But never underestimate the potential of people to get lost, so maybe units can get lost inside friendly territory if they are under level 3?
As someone who is almost always ridiculously pacific in his games. I would hate this.
Then the thousand lost crossbowmen appear on a remote island near the south pole.
The units wouldn't die, they would turn up after a few turns like old pennies...
Okay there are two major possibilities for reappearing units.Oh it will hinder it. Oh how it will hinder it.
Did you mean to explore way to the north in the very first turns? I know I didn't. And how will we get our troops off that island?
(Especially if they keep getting lost again on the way back.) They could also get lost and stay lost on occasion, or get eaten in the forest, or get pulled down in the swamps, or [AccidentType].
Okay there are two major possibilities for reappearing units.
1) They appear on a small island from which they can't escape.
What's the point of that? You've revealed a spot of the map and the unit will have to be deleted anyway since it no longer has any use. Why not just kill the unit in the first place? Meanwhile I dunno how smart the AI are, so it's possible they might not delete the units. In which case you're either gonna run out of islands or your units will be shipwrecked with some civ from the other continent. (or if your stubborn and don't delete your units, they can have a fiesta in the Caribbean together).
2) They appear far away in some distant land. Say from the treacherous jungles of Southeast Asia they reappear in the Black Forest. So now they Khmer have met Arminius. In 1000 BC.
tldr; choice 1 is rather pointless, choice 2 goes against why the mechanic has been implemented.
Either way loosing units in friendly territory wrecks early game defensive armies.
Then the thousand lost crossbowmen appear on a remote island near the south pole.
The units wouldn't die, they would turn up after a few turns like old pennies...
*Stuff about Exploration Continued Expanded++UltraGoldPlatinum360NoScopeEdition*
Oooooh attrition sounds so gooood, it will hopefully complement some Civs their start bias (like Brazil, ugh). I remember coming up with the exact same mechanic for Civ and writing it down somewhere, which might be pointless info to you but it was personally really weird/awesome to read this haha.
Also; yaaay! Finally a more interesting mechanic for the Dutch!
edit: Also also, will it be compatible with Colonialist Legacies colonial resources then?
Oh wow. This is looking intruiginger and intriguinger. Though yes, I do wonder if it'll be all compatible with the current expansion going on with CL's stuff!
Oh, I shall borrow your modding enthusiasm, love it. 1000 years for this great polish empire (ok, half-polish). Definitely, modding subforum would be dead without you.
About exploration, have you consider "leash" mechanic? Consider distance to nearest city, increasing % of bad things happen the further unit is. Don't know about AI.
Oh yeah, out of interest, any changes to Strategic Resources with Trade?
Reminds me: i think i found a bug(i cant determinate whether its in the game or in of the mods)
1. Coal seems to appear in mines of CSs(or very close to CS territory)
2. Even though I'm allied with many CSs(that coal appeared in their mines) , i don't seem to get any coal from them.( and they ask me to connect it to my trade network )
I'm absolutely infatuated with this idea! In ancient times, civilizations pretty much only knew about the other nations surrounding them (Egypt didn't discover the Americas in the BC's) and they were more likely to explore less difficult terrain than venture beyond a mountain range or into a jungle (or so I assume - I wasn't alive back then). In civ, I could intentionally choose not to explore around natural boundaries to simulate this, but there was no way to stop the AI from doing it. Your upcoming mod will solve this dilemma for me once and for all.
EDIT: I assume it's obvious that possessing Citrus will dampen the effects of Scurvy?
Just noticed that Hannibal doesn't have any text when you encounter him.
Also, I find it really funny how Arminius threatens to break your bones if you don't agree to trade with him, even though we're friendly with each other.
Gah, I'm so late to the end-of-the-year post party. I was enjoying a TSL game on Giant Earth map with Napoleon, carving myself a big European empire, which took me most of the night and a big chunk of today. So I just want to congratulate JFD on a successful year, and wish him all the best in the new one. I can only hope I will have enough time to help him in his endeavours.
Besides, the story of JFD's Empire made me feel like I've also achieved something this year, a year that otherwise would be pretty much wasted.
Regarding Exploration Continued - it looks fantastic. My only problem would be the dependency on Community Patch (which I'm not using and probably won't be for a good while), but it's not something I cannot change.
Can you please replace the ridiculous steampunk with something else? Like a zeppelin?
I registered just to say I really, really appreciate the new artwork for the civ descriptions. Thanks for doing that. Visually it's so much easier to process now.
I'm pretty sure you're supposed to put the comma in the middle. As in "Norway, Kingdom of" as opposed to the current "Norway Kingdom of," But I don't think anyone is really going to lose any sleep over that.
Thanks for continuing to produce fun civs to play with.
But I don't think anyone is really going to lose any sleep over that.