Freakwave
Warlord
This is a really nice mod. Really like the buildings in the industrial game onwards as a req for other buildings. Too bad it asks so much of your computer, but then mine is pretty old.
Civ, France, Leader Charles IV, noble difficulty, agressive ai, no tech trading.
Zoroastranism spreads really fast. After it was founded the civs next to the founder had in a few turns converted. I couldnt see if it were missionaries but the spead rate was as such that i believe it couldnt be done with missionaries that fast.
When i was beelining a tech i noticed that turns for reaching a tech vary if you select a researchable tech only or if you also select one tech after it.
Havent tried selecting techs with the shift key, now i think of it.
Trajan of the Romans was one of the rival civs. He or the romans for that matter seem to be not working properly. When watching the history movie at the end of the game, there wasnt anything wrong at game start. Spread rate was normal compared to other civs. Apparently they just stopped growing at some point. Only building velites in their cities. Rome grew culturally because of the capital bonus and that was about it. Some tiles were worked. Dont know if it happend after a reload.
When i switched my capital, asassins i was building in my former capital were still being built and in queu.
Rebel slaves and Rebel peasants are a nice feature, but they are an annoyance after a while. You learn to always guard your workers and kill any remaining rebels. You also get combat experience which is resolved in BtS ( i think) but too easy to get a doctrine or tradition since those uprisings are regular.
Maybe an idea to make those uprising rarer and stronger? So you have to guard all your cities with more units, which would mean more of a spread of units and not only close to other civs.
Right now if you have two units in a city those rebels will most likely never succeed in capturing or even holding! a city. Usually two rebels spawn.
A nice feature would be to have uprisings with high war weariness. The more war wearines the more rebels. So you would also have them with democracy style governments. I am thinking ww1. France and Germany were close to revolution. Russia collapsed. Something like that would be cool. Civil war!
something like the revolution mod but not so extreme as it is now.
Rocket plant requires iron OR aluminium?
Hemp can also be used to make clothes, could be nice as an addition to cotton?
Prime timber seems rare on the planet i was on.
It would be a nice feature to set repeat build from city popup screen.
Mines can travel on them selves, could it be possible to load/unload them on destroyers/transports/submarines.
Lots of units are still buildable after they are obsolete this clogs up build screens.
Some spy missions are too cheap imo, like kill great ppl and sabotage research.
Typo Stell Hull tech.
On those buildings like steel mill and chemical plant etc. If you have two or more of each resouce required you are pretty much set. My first thought however was that, for instance, each newly built steel mill would take another coal and iron from your stack.
This way you can pratically build each building in each city of your civ, a no brainer since all the extra bonussus are too good to be passed, for pretty much all of your cities.
Upgrades:
Pistolier to R35 111gold
Cuirassier to Char B1 225gold
War elephant to Char B1 411gold
All seem pretty cheap upgrades. The pistolier is a weaker unit, by two points, than a cuirassier, they upgrade to a R35light tank and medium tank but a r35 light tank has a bonus against normal tanks. Their upgrade cost should be closer imo.
Caudron IV to bomber cost nothing!
What about a, "you used nukes" as a negative modifier from other civs towards you if you use em. Same for chemical or biological weapons use. As well as the use on a civ or the use by a civ.
It would be great if the "Perfect map" script would be compatible with this mod.
Civ, France, Leader Charles IV, noble difficulty, agressive ai, no tech trading.
Zoroastranism spreads really fast. After it was founded the civs next to the founder had in a few turns converted. I couldnt see if it were missionaries but the spead rate was as such that i believe it couldnt be done with missionaries that fast.
When i was beelining a tech i noticed that turns for reaching a tech vary if you select a researchable tech only or if you also select one tech after it.
Havent tried selecting techs with the shift key, now i think of it.
Trajan of the Romans was one of the rival civs. He or the romans for that matter seem to be not working properly. When watching the history movie at the end of the game, there wasnt anything wrong at game start. Spread rate was normal compared to other civs. Apparently they just stopped growing at some point. Only building velites in their cities. Rome grew culturally because of the capital bonus and that was about it. Some tiles were worked. Dont know if it happend after a reload.
When i switched my capital, asassins i was building in my former capital were still being built and in queu.
Rebel slaves and Rebel peasants are a nice feature, but they are an annoyance after a while. You learn to always guard your workers and kill any remaining rebels. You also get combat experience which is resolved in BtS ( i think) but too easy to get a doctrine or tradition since those uprisings are regular.
Maybe an idea to make those uprising rarer and stronger? So you have to guard all your cities with more units, which would mean more of a spread of units and not only close to other civs.
Right now if you have two units in a city those rebels will most likely never succeed in capturing or even holding! a city. Usually two rebels spawn.
A nice feature would be to have uprisings with high war weariness. The more war wearines the more rebels. So you would also have them with democracy style governments. I am thinking ww1. France and Germany were close to revolution. Russia collapsed. Something like that would be cool. Civil war!
something like the revolution mod but not so extreme as it is now.
Rocket plant requires iron OR aluminium?
Hemp can also be used to make clothes, could be nice as an addition to cotton?
Prime timber seems rare on the planet i was on.
It would be a nice feature to set repeat build from city popup screen.
Mines can travel on them selves, could it be possible to load/unload them on destroyers/transports/submarines.
Lots of units are still buildable after they are obsolete this clogs up build screens.
Some spy missions are too cheap imo, like kill great ppl and sabotage research.
Typo Stell Hull tech.
On those buildings like steel mill and chemical plant etc. If you have two or more of each resouce required you are pretty much set. My first thought however was that, for instance, each newly built steel mill would take another coal and iron from your stack.
This way you can pratically build each building in each city of your civ, a no brainer since all the extra bonussus are too good to be passed, for pretty much all of your cities.
Upgrades:
Pistolier to R35 111gold
Cuirassier to Char B1 225gold
War elephant to Char B1 411gold
All seem pretty cheap upgrades. The pistolier is a weaker unit, by two points, than a cuirassier, they upgrade to a R35light tank and medium tank but a r35 light tank has a bonus against normal tanks. Their upgrade cost should be closer imo.
Caudron IV to bomber cost nothing!
What about a, "you used nukes" as a negative modifier from other civs towards you if you use em. Same for chemical or biological weapons use. As well as the use on a civ or the use by a civ.
It would be great if the "Perfect map" script would be compatible with this mod.