FYI with VP 3.0 and MUC some components of this mod do not load. @gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
FYI with VP 3.0 and MUC some components of this mod do not load. @gwennog i don't know if you are affiliated with this mod at all but since you updated some of Hinin's Custom Civs i thought i'd let you know
While waiting for Hinin's return, I took the liberty of making a version compatible with VP 3.0. I hope he won't mind. It's a very nice civ mod with a mechanism that I find original and there is a great immersion in playing it.
As pointed out @AndreyK, the Tourism gain is far too high when one of your units dies (on rennaissance era, 540 points each time !). I lowered the value by a factor of 8. @Hinin will surely make a balancing of which he has the secret.
Having a fantastic early game with this civ - it's certainly very strong if you happen to start with a lot of marshland around. I managed to destroy england after they DOWed me in the classical era, and I'm giving Monty a run for his money (although I don't want to conquer him).
Curious situation... I have this archer fight going on, and for the first 3-4 rounds of exchange they couldn't shoot me, but afterwards they could, even though I was hitting them every round. Is there some logic with the vision plague that it doesn't get refreshed on every hit, or maybe a unit can't be "reinfected"?
V.4 online
- UA change : trade interdiction removed, replaced by a +20% CS bonus against civilizations with more citizens
- UB nerf : divided yields obtained from unit death by 5
Thank you very much to @gwennog for maintaining the mod in the meantime.
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