fitchn
Civ Fanatic
I was hoping to have it out sometime today or tomorrow, but a series of severe thunderstorms this past week has kept me off of my computer on at least two occasions, so I am a little behind....Kimbal said:just out of curiosity that means friday or monday?

This is intentional. For instance, Cover I requires Combat I, Cover II requires Cover I or Combat III, Cover III requires Cover II or Combat V, and Cover IV require Cover III. Check out the promotion chart at the bottom of the very first post for all of the promotion paths.btw don't know if it has been reported but the promotions are not working as they should.
you can choose pinch 3, cover 3... without having 1 or 2, you should not right?
This has been fixed for the upcoming release.·The computer does not use great generals, just killed off a civ that had 2 stationed at his capitol.
I was not aware of that... By default the game is 'smart' enough to not let you get a promotion that would be useless, even if the unit is eligable. I'm guessing it won't let you take the Berserker II promotion for units with only 1 movement point, even though they have the extra movement from Berserker I. I'll see if I can get around this by giving the Berserker II promotion some minor benefit or penalty that would apply... Thanks for the heads up!·city raider, & berserker 2, for some reason I'm not able to choose them.
All of the extra leaders/civs/uu's came directly from the CivGold civilization pack. I will take a look at possibly re-balancing them...One of the warriors replacement units, there is the impi and the moran. Has a cost of 25, Its a great unit but it costs nearly the double.
I'm against strenght 3 warriors, there was a reason why they didn't do it with the quechua.
I would leave them at strenght 2, and add a huge bonus Vs melee units for one. And for the other less bonus but mov 2 or something like that.
PS: I would prefer seeing to leaders for all existing civilizations that a bunch of new civils (and I think it has to be much easier to add a second leader than to add a new civ). You can use the new traits in those 2nd leaders and leave the vanilla ones alone, for those who want them.
As far as the new traits are concerned, at this point I am leaning towards only using them for the new leaders, but we'll see how it goes.
Honestly, I thought the spiritual trait was a little weak in the vanilla game; the extra civics bring it right up to were it ought to be. Also, I've found that just because there are additional civics, doesn't mean that a civ will change civics more; it simply means that there are more options. Of course, this will vary with your style of play.There is a balance issue also. You have raised the number of civils, thus making the already spiritual trait much more powerful. You should lover the number of anarchy turns the other civs receive or put a max cap.
Again, this came directly from CivGold...Babylon looks weird, blue borders and yellog flag (I'm colorblind so bear with me).
I tried to balance the extra resources as much as possible. As a general rule, war weariness is higher in my mod, and your cities can also grow larger with the new Farmer specialists and some of the new buildings; you'll need all the happiness you can get! Also, the Tobacco resource expires with medicine.I would remove the cotton and tobacco resource. fmhop the game is balanced resourcewise any more will disrupt its delicate balance.
Yeah, I think I forgot to change the expiring tech from the wonder that I used as the base for it. However, I don't want it to last too long, as I fear that the wonder is a bit overpowered as it is (the XML doesn't give you the option of adding gold to a specific specialist a specific city; it's all or nothing!).Also fort Knox gets obsolete too quickly for its price.
Thanks, I'm glad you like it! Thanks for taking the time to voice your opinions and provide some feedback! I will look into some of the changes that you suggested...Great job btw I love your mod. What traits have you added?
As far as the traits are concerned, I was going to hold off on releasing them until the next version is ready, but since I am running late, a little something to tide you over...
- Seafaring: Free Combat I, Navigation I, and Sentry I promotion for all Naval Units
- Productive: +1
on all plots already producing at least 3
- Agricultural: +1
on all plots already producing at least 4
- Commercial: +200%
, +50%
from Trade Route yield
- Defensive: Free Drill I and Drill II promotions for Siege and Archery units
- Scientific: +10%
