[to_xp]Gekko said:
A clever idea. Do you think it's cooked?
-Cyberchrist's enhanced Wonders info ( invaluable for those who love wonders, like myself for example )
http://forums.civfanatics.com/showthread.php?t=145253
I'll take this one under consideration.
"-- Explorers and Scouts can build forts and explore temples. They're a little more useful now." ) temples are a greenmod's resource, the only one that Sevo included in his mod.
http://forums.civfanatics.com/showthread.php?t=151611
This is nice. I'm planning on adding portions of the GreenMod, but I was thinking primarily of the bonuses. I'll have to look into the temples.
-some great tweaks included by Exavier in his Composite Mod
http://forums.civfanatics.com/showthread.php?t=147560 :
Quote:
-Missile Silo: Required in city before said city can build ICBMs. (makes sense)
-SDI: Efficiency reduced to 60%, Cost raised to 2500 Hammers. (nukes are sooo weak right now. this is a badly needed change IMHO )
-Tree Nursery: Turns into a forest after 25 turns. ( a must-have, IMHO )
-Agressive Trait: Added the free promotion to the rest of the unit types (not just Melee and Gun) ( which makes sense I guess )
-Unit Upgrade: Upgrade costs reduced by about 50% ). ( because, let's face it, unit upgrade gold costs right now are OUTRAGEOUS )
-National Wonders: Made it possible to build 3 National Wonders per city instead of 2. ( a little more freedom can't hurt )
Missile silos: Requiring missile silos at the place missiles are manufactured doesn't make a lot of (realism) sense. Missile silos should be found out in the open areas. But I do understand the desire to make ICBM's a little more difficult.
SDI: Good change on SDI/Nuke issue.
Tree nursery: There are a handful of mods out there that in some form allow for the forced propogation of forests. Do you prefer having to construct a tile improvement prior to the creation of a forest, as opposed to having a worker directly plant a forest? Perhaps we could have a Botany tech which results in being able to build a greenhouse which provides a limited number of "forest seedlings" at any one time that can be subsequently planted? You can also add in the needed maturation time of the seedlings if you want.
-also, a couple of tweaks I miss a lot from Dearmad's mod
http://forums.civfanatics.com/showthread.php?t=138005 :
Quote:
WINERIES possible with POTTERY:
well, all it takes to make wine is the container, and pottery does just that ( amphoras anyone? ) . plus, wine and alcohol in general is one of the most ancient discoveries made by man: it came waaaaaaay before Monarchy.
COTTAGES NOT possible until Monarchy (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slightly better knowledge of civics before you have suburbs. (makes sense IMHO )
Wineries: In this mod, wineries are enabled with Priesthood. I was thinking of the ancient but continued connection between religion and alcoholic beverages. And at least for me, it gives me a more compelling reason to research Priesthood.
Cottages: I'm real ambivalent about this one. Jaynus had moved Cottages all the way up to Monarchy (which he probably got from dearlymad), which made the intervening years very difficult, economically, so I moved it back to Pottery. Perhaps we could weaken cottages until Monarchy?
As for Monarchy, Heriditary Rule is not something that came along with traditional Eurocentric mondarchy. I mean, what's the difference between Egyptian dynastic rule and European heriditary rule? I'd rather rename it to Dynasty, but then it's also later in the tech tree than it should be. And I'm not real comfortable with the Castle, either. It's perhaps placed well time-wise, but castle has the connotation of European castles, sort of excluding the notion of citadels and such. But I guess, in lieu of a better name, it will have to do. Actually, I would consider enabling it with Feudalism, which rather makes it important to lengthen the usefulness of castles.
Pottery: Having Pottery depend on the Wheel and Sailing (or Agriculture, which does make some sense) doesn't work for me. There was plenty of pottery happening before the wheel, and even in civiliations that never did anything with the wheel.
Sailing: This is not a good name for this tech, at least as far as what it enables. It should be something like "Coastal Navigation". And I do not agree that galleys should be limited to coastal waters. I think it should revert back to being able to traverse ocean waters, but with a high chance of disappearing.
And then there's Mathematics and the Calendar and ...
I guess I'm thinking the whole early era needs re-working.
--Kristine