[mod] Warlords: Total Realism 2.3a

MAF is the acronym, if I am not mistaken, of "Memory allocation failure".
A "little" problem with your ram and you virtual memory of windows that crashs your game without the chance to save anything.
It's a original problem of CIV, but it occours more often in mods, expecially in very heavy and powerful mod as TTR :rolleyes:

Thank you, for the moment I didnt have it, but I've played games only until 100 BC, probably it start later.
 
Huge Pangea Map, 10 AI opponements, No tech trade, first in point classification and with 8 cities, I changed era from Ancient to Classic at 400 B.C. and after 260 turns. :p
 
That's true, but Snake Pliskeen did indeed point out an inconsistency we have. Probably we should allow a more sophisticated upgrade path.

I agree with this to some extent. It was nice to have your experienced polybian legionaries become imperial and continue fighting - peasant servitude is quite a way off and these experienced units now just lie dormant while the imperial and praetorian gaurds rule the world. but i do like the idea of cheap irregulars which complement the main force nicely!

I think a more spohisticated upgrade path suggested by Walter would be the answer!

I agree in this case.

Please, more health buildings or better bonus for health buildings. I construct all buildings and pandemia always affects me.

It´s too dificult pass of industrial era to modern... in my game (prince level, earth map) I conquest all Europe, all URSS, middle east, my science is always in 100% and in 1945 I don´t discover the railroad.
 
I agree in this case.

Please, more health buildings or better bonus for health buildings. I construct all buildings and pandemia always affects me.

It´s too dificult pass of industrial era to modern... in my game (prince level, earth map) I conquest all Europe, all URSS, middle east, my science is always in 100% and in 1945 I don´t discover the railroad.

Huge Pangea Map, 10 AI opponements, No tech trade, first in point classification and with 8 cities, I changed era from Ancient to Classic at 400 B.C. and after 260 turns. :p

Hi Men,

Thx for the comment.
It will help us to balance and solve some problems.

I already know about Pandemia. They are.... a bit too devastating. ;) It must be corrected, i agree.

About the tech tree: our personnal tests are showing the same problems with the last eras. As i said, we didn't found time to make "huge" tests. It will be corrected too.

Thx again. :goodjob:

Hian the Frog.
 
@ All,

Some bugs are already corrected.
- No reaper staying in cities after a pandemia strike.
- Upgraded line for irregular units.
- Irregular units are now changed. Can be built with food but more costly. (i mean more hammers but as build with food and hammer, it will take less time - at least in developped cities) They are now real cheap, but weak units.
- Other updates by Mexico. Some codes failures that aren't in now.


We are looking to what's wrong with the later part of the tech tree and some others minors stuffs.

Again and again, the more feedbacks and comments you give us, the more we can make the mod better.
I still need some comments about:
- era changes: classical to middle age, middle age to renaissance and renaissance to industrial.
- pandemia: what are your average base "chance" after building well, granaru, smokehouse, aqueduc and bath ? In fact, when entering the middle age....


Thanks to all those who made interesting comments. :goodjob:

Hian the Frog
 
I appologize for asking this again. Are you guys planning on doing this great mod for Beyond the sword expansion? I would just love it!
 
I love the new tech tree, It's absolutely wonderful in its layout and spread, but unfortunetly, the unit balance in your mod has gotten worse. The new tech tree makes some units that may have been okay before way out of whack now.
One example:the Persian Immortal, better than anything that can be fielded short of an axeman and available like 60 turns earlier. Better than an axeman with some shock, which is the only promotion line you need to take with them because nothing has bonuses vs archers. Yes, its a national unit, but this early, the 5 or 6 limit is enough to make up nearly your entire army... Often times you only need 2 or 3 strong units with some weaker backup to run an offense even well into the late game.

Another big problem is the peasant levys... about half the cost of a maceman and only one less strength... thats way too powerful for way too cheap. And for whatever reason, they are very cheap to upgrade to and my Polybian Legionarries that upgrade to them are no newbies at killing... EDIT: My mistake, it seems there is a large production cost drop in medieval era units vs classical... Is this intensional? If so, the Pikeman is very costly for a rather poor unit.

And I have no idea what sort of system you are trying to create with your mounted units, but I still see a lot of problems with these units.

These are just some of the issues I noticed and I'm sure there are many many more and they come from simply not having enough time to fully test these things, which is certainly understandable, but the more your mod evolves and changes without a overhaul to unit balance, the more troublesome it becomes.

Don't get me wrong, I love the mod and this version is definitely the best by far, I just want to encourage the team to take some time to really work on the unit balance specifically in the next update.
 
I love the new tech tree, It's absolutely wonderful in its layout and spread, but unfortunetly, the unit balance in your mod has gotten worse. The new tech tree makes some units that may have been okay before way out of whack now.
One example:the Persian Immortal, better than anything that can be fielded short of an axeman and available like 60 turns earlier. Better than an axeman with some shock, which is the only promotion line you need to take with them because nothing has bonuses vs archers. Yes, its a national unit, but this early, the 5 or 6 limit is enough to make up nearly your entire army... Often times you only need 2 or 3 strong units with some weaker backup to run an offense even well into the late game.

Yeah. Immortals are very strong, that's true. But Persia was among the first Huge empires built at that time. Its power came from its unique governement system but also from this unique part of its army. The immortals.

Another big problem is the peasant levys... about half the cost of a maceman and only one less strength... thats way too powerful for way too cheap. And for whatever reason, they are very cheap to upgrade to and my Polybian Legionarries that upgrade to them are no newbies at killing... EDIT: My mistake, it seems there is a large production cost drop in medieval era units vs classical... Is this intensional? If so, the Pikeman is very costly for a rather poor unit.

We know. Thx. Levies are now weaker, with a lower combat value.
We are looking for a system where some units can't receive xps or a very few, such as the Irregular line.

There is a drop that's true. We are looking to it. I don't think it's a great problem, as the bonus linked to each units make them very particular.
Our goal is avoid armies unsing one kind of units. Each of the them have its weaknesses and strenght against one of two particular types of foes.

And I have no idea what sort of system you are trying to create with your mounted units, but I still see a lot of problems with these units.

Simple. Mounted units are divided into two branches. An heavy one and a light one.
If you really look at their bonuses and maluses, you will note that they are very different from each other. Heavy cav is a "shock" troops, used against stacks, to weakened and destroy large stacks. Their base combat is greater than their light cav counterpart. OTOH, light cav are useful in raids, skirmishes and can't destroy large stacks (unless used in packs which is costly in upkeep).
Light horses are difficult to destroy if you have only melee units in your army. OTOH, archer units are strong against them, both in attack and defense.

In fact, we build this system to reflect what happened in our world during middle age and renaissance. In Europe, Heavy Cav was mainly used whereas Light Cav were mostly used in the Muslim world and eastern Europe.
It was made to represent two different ways of using mounted units, two strategies.

This system is IMO well thought, even if it can be at fist difficult to use.

Try to understand all the military system and you will see what was our goal.

These are just some of the issues I noticed and I'm sure there are many many more and they come from simply not having enough time to fully test these things, which is certainly understandable, but the more your mod evolves and changes without a overhaul to unit balance, the more troublesome it becomes.

Don't get me wrong, I love the mod and this version is definitely the best by far, I just want to encourage the team to take some time to really work on the unit balance specifically in the next update.

As i said, feedbacks are always welcome. I only note that our changes are sometimes difficult to understand, not fully tested, unbalanced,...
All this will be changed. I have said in a previous posts that irregular line was already reworked.

Hian the Frog.
 
...but maybe to a semi stable mod that doesn't quit to desktop or freeze the PC all together.

...You have fallen behind other mods that are already popping up for BTS, but maybe yours will be better quality this time?

Therapist,

Your words in the last three posts are very snappish and arrogant. This mod is for free and we have not charged you a penny. Yes there are MAF problems, but you dont understand that MAF problems are based on Game Engine. Firaxis is the guilty one not us. They have improved the Game Engine in BtS thats why the MAFs are gone. This is totally unrelated to the Mod. Your hostile opinion and comments are there totally senseless and unproductive.

We are not behind any other mod. We are the biggest full civilization Mod out there. (Not scenario or era specific but full) that is still related to the actual game. FfH is bigger but it is not Civilization anymore but an entirely different game. But if you think there is any other mod that is in front of us, please go and play them. You dont have to waste your valuable sparetime playing TR.

And if you are such a hero and know everything better come and join us and try to write a line of code and fix Firaxis's MAF problem.
 
- era changes: classical to middle age, middle age to renaissance and renaissance to industrial.
- pandemia: what are your average base "chance" after building well, granaru, smokehouse, aqueduc and bath ? In fact, when entering the middle age....


Thanks to all those who made interesting comments. :goodjob:

Hian the Frog

Hi, I have changed era from classical to middle in 342 turns, 420 After C., huge pangea, monarch level, 8 cities, no tech trade and ten AI players. When I will advance to new era, if I am alive yet :lol:,however my economy with Washington is very good, with tech rate at 70-80%!

Three little things:
-I thik that assassin is a little too strong when it kills Great p.
To make a Great P. You have to wait a very long time, and it's too easy killing one.
-I have, with only one assassin, killed 4 G.P. with a range of 3-49%!
Cultural victory is too simple yet, even for AI than for human player..:)
-I have a bug with diplomacy: Ai players give me some resources without askink me anything!!

A last thing...what do you mean for "your average base "chance" after building well, granaru, smokehouse, aqueduc and bath ? In fact, when entering the middle age...."? The average percent value? So I can write it e post it...:p

Thanks for all your answers!! :goodjob:
 
Hi, I have changed era from classical to middle in 342 turns, 420 After C., huge pangea, monarch level, 8 cities, no tech trade and ten AI players. When I will advance to new era, if I am alive yet :lol:,however my economy with Washington is very good, with tech rate at 70-80%!

Thx. This era change seems quite good, close to what we were looking for. If you continue the same gameplay, i will be happy to learn when you will change from middle age to renaissance.
Usually, problems begin within these eras.

Three little things:
-I thik that assassin is a little too strong when it kills Great p.
To make a Great P. You have to wait a very long time, and it's too easy killing one.
-I have, with only one assassin, killed 4 G.P. with a range of 3-49%!
Cultural victory is too simple yet, even for AI than for human player..:)
-I have a bug with diplomacy: Ai players give me some resources without askink me anything!!

Lucky guy !
Nevertheless, i will look at that values for this mission. Maybe a bit too high.

There is a bug about ressources. Mexico is working on it. We know about this problem. It will be fixed as it is a major bug.

A last thing...what do you mean for "your average base "chance" after building well, granaru, smokehouse, aqueduc and bath ? In fact, when entering the middle age...."? The average percent value? So I can write it e post it...:p

Thanks for all your answers!! :goodjob:

Yeah. I'm curious about the average percent in your cities.
Don't forget to give me the size of your cities, if they are close to fresh water or not, what are the health/pandemic buildings.
I'm tuning these values at that time.

Thx for the feedbacks.

Hian the frog.
 
Yeah. I'm curious about the average percent in your cities.
Don't forget to give me the size of your cities, if they are close to fresh water or not, what are the health/pandemic buildings.
I'm tuning these values at that time.

Thx for the feedbacks.

Hian the frog.

Playing with Romans. 46 cities. Turn 641, 1946AD.

1)Great Grifo/ size: 13/ Fresh Water: Yes/ Heath Buildings: Smoke house, Granary, Aqueduct, Thermae, Grocer/ Pandemia Chance: 6%

2) Legionaria/13/FW=Y/HB:S,Gr,A,T,G/PC=12%
3) Profeta/12/FW=N/HB:S,Gr,A,T,G/PC=Imune
4) Espada/14/FW=Y/HB:S,Gr,A,T,G/PC=5%
5) Conquista/12/FW=Y/HB:S,Gr,A,T,G/PC=16%
6) General Gaius/15/FW=Y/HB:S,Gr,A,T,G/PC=12%
7) Armadura/11/FW=Y/HB:S,Gr,A,T,G/PC=Imune
8) Imperial Guard/13/FW=Y/HB:S,Gr,A,T,G/PC=4%
9) Gloria Amphibia/16/FW=Y/HB:S,Gr,A,T,G/PC=8%
10) Atlantis/8/FW=N/HB:Gr,A/PC=Imune
11) Dez Lanças/15/FW=Y/HB:S,Gr,A,T,G/PC=5%
12) Trovao Luz/12/FW=Y/HB:S,Gr,A,T,G/PC=Imune

Need more? If help I post all cities!:D
 
Playing with Romans. 46 cities. Turn 641, 1946AD.

1)Great Grifo/ size: 13/ Fresh Water: Yes/ Heath Buildings: Smoke house, Granary, Aqueduct, Thermae, Grocer/ Pandemia Chance: 6%

2) Legionaria/13/FW=Y/HB:S,Gr,A,T,G/PC=12%
3) Profeta/12/FW=N/HB:S,Gr,A,T,G/PC=Imune
4) Espada/14/FW=Y/HB:S,Gr,A,T,G/PC=5%
5) Conquista/12/FW=Y/HB:S,Gr,A,T,G/PC=16%
6) General Gaius/15/FW=Y/HB:S,Gr,A,T,G/PC=12%
7) Armadura/11/FW=Y/HB:S,Gr,A,T,G/PC=Imune
8) Imperial Guard/13/FW=Y/HB:S,Gr,A,T,G/PC=4%
9) Gloria Amphibia/16/FW=Y/HB:S,Gr,A,T,G/PC=8%
10) Atlantis/8/FW=N/HB:Gr,A/PC=Imune
11) Dez Lanças/15/FW=Y/HB:S,Gr,A,T,G/PC=5%
12) Trovao Luz/12/FW=Y/HB:S,Gr,A,T,G/PC=Imune

Need more? If help I post all cities!:D

Thx. That's quite enough. :goodjob:
With all you gave to me, i'm able to re calcul with the new system i'm testing at that time. It's going well in the sense of the change i'm looking for. :D

Just a question: what is the best tech you have in that game ?

Hian the Frog
 
Houman-

Well, here you are again overreacting to posts. Go back and READ my first post, I state that your guys' mod is a GREAT mod and I loved playing it, before it became unplayable in this latest version. This is my OPINION, which I have a right to. I was just wondering if the TR team still finds this mod playable with all the MAF errors. Talk about hostile and snappish, look in a mirror and read your post. I have moved on to BTS mods, and again I state, I hope you guys will not have the same MAF problems in BTS version, which I eagerly await. It is hard to tell someone's "tone" or intent very easily just from a post written on the internet, as you cannot see someone's facial expressions, etc. so try not to overreact in the future. You have attacked people's cultural differences in the past in which your posts were deleted from this forum, so again you are saying I'm hostile and snappish? Again, so you don't miss it this time: I LOVED THE TR MOD BEFORE THIS LAST UPDATE, AND I APPRECIATE ALL THE TEAMS HARD WORK. DEFINITELY ONE OF THE BEST MODS FOR CIV IV. Ok?

My first sentence from my first post: Hey guys, been playing the mod since the beginning, always has been the best.

My last sentence from my first post: Again, good work on a superb mod.

Seems very snappish and arrogant?
 
Houman-

Well, here you are again overreacting to posts. Go back and READ my first post, I state that your guys' mod is a GREAT mod and I loved playing it, before it became unplayable in this latest version. This is my OPINION, which I have a right to. I was just wondering if the TR team still finds this mod playable with all the MAF errors. Talk about hostile and snappish, look in a mirror and read your post. I have moved on to BTS mods, and again I state, I hope you guys will not have the same MAF problems in BTS version, which I eagerly await. It is hard to tell someone's "tone" or intent very easily just from a post written on the internet, as you cannot see someone's facial expressions, etc. so try not to overreact in the future. You have attacked people's cultural differences in the past in which your posts were deleted from this forum, so again you are saying I'm hostile and snappish? Again, so you don't miss it this time: I LOVED THE TR MOD BEFORE THIS LAST UPDATE, AND I APPRECIATE ALL THE TEAMS HARD WORK. DEFINITELY ONE OF THE BEST MODS FOR CIV IV. Ok?

My first sentence from my first post: Hey guys, been playing the mod since the beginning, always has been the best.

My last sentence from my first post: Again, good work on a superb mod.

Seems very snappish and arrogant?

We know you very well from the past. Always playing the Mod and always having this bad tone. You have attacked my Team mate Vitez in only 2 pages ago for absolutely nothing and I do not allow that. Vitez was using smiley's and was writing in a totally friendly manner and you were just rude to him. And now you come here and want to tell me about understanding expressions over net?

I have never attacked any ones cultural differences but I have attacked ignorance. And there was an administrator here who deleted only my response posts to a guy who started a fight but the admin left his posts alone. After talking to the main administrator Thunderfall all those offensive posts were deleted and the matter was solved. You dont need to bring this up again. Stay in your lines.

Regarding attacking cultural differences do I have an Anti Arab signature or Do you? In Germany we say clean first in front of your own house door before pointing to other people.

Good night
Houman
 
Hoummie,

It has been a very long time since I have posted anything on these forums however I am still playing this mod faithfully. Once upon a time I worked on the map with Nightravn and worked a lot of balancing tests for you playing each and every civ into the future techs. I've done a lot of testing again.

The civs are severely unbalanced but then.... that's entirely realistic. A game as the Japanese should not be as easy as a game as the Indians or Persians. I'll give some overall impressions of this, your newest baby and then my offer...

1) Pandemia is severely unfun. In the ancient to medieval eras it is used to stunt population growth so that modern sized cities don't exist long before 100ad. If it's communicated that is the intent, pandemia complaints may taper off. The false carrot of stopping pandemia is ancient health buildings that take a lot of time to build and offer no real stoppage to pandemia. I'd suggest either removing the ancient health buildings and just tell people that death, disease and plague are a fact of ancient life OR make ancient pandemia treatable with ancient health buildings. Not all civilizations were effected by plague as savagely as others.

2) Seige attack. BtS has limited seige weapons in a way that is fair and realistic. If all it took to conquer a city was artillery, the conflict in Iraq would have been over four years ago.

3) MAFs are an issue but then again, it's Warlords. It's a shame such a high quality mod was built on a wooden hut before a hurricane. The Warlords engine can't keep up with that many changes. BtS will let the mod shine and make the masses happy. Until then, let me break a fewq myths as an true fanatic of the game:

--- MAFs are not caused by the mod directly. It is from the Warlords engine being poorly coded in a rush job for an early release. It was a problem in vanilla Civ and not fixed. Anyone who played Civ4 out of the box got an MAF in the modern ages if they had a few opponents also with mass production abilities---

--- To best avoid MAFs do the following. Limit or eliminate your use of the world builder. That alone will cut things down significantly. Don't believe me? Try it.---

--- After an MAF, restart your machine. Yes, it will take longer than just booting up the game but it will make your next MAF happen much later. ---

--- Stop whining about MAFs. It's like the itch in the part of your back you can't scratch. We all get it. We all get annoyed by it but we move on ---

4) Europe. Every euro civ is stunted powerfully at the beignning of the game as it should be. None of them have much hope of founding a religeon with so much emphasis on building axemen to survive. Bravo. An unfortunate side effect is ancient wonders also go by the wayside which is unfair since so many of them are actually in Europe. I challenge anyone to survive as France, England or Spain to conquer the world on Monarch or above.

5) Tech tree.... same old same old. Too slow in the middle ages. You've doubled the tree but not halved the time.

6) The map itself has been "dumbed" down a lot from the early days of the mod. Copper used to be placed between civs to create friction for those resources early on. That meant sending archers and warriors en masse to take it. That gave you something to do from game turn 1 and dictated the placement of your second city. That is gone. Every civ has a nice convenient pile of copper in their capitol city radius. Every Eurasian civ has horses. Every game starts with warriors then the second unit you will see is a chariot. If the civs really are not meant to be balanced.... then by all means unbalance them with vigor. If you are trying to make a level playing field then it needs more work.

I'll put my money where my mouth is however. I can not code to save my life but I do have two assets I can offer you. I can spend hours testing the mod as any civ you choose on any difficulty for as long as you say you want to go with that civ and.... I speak English as my first language. I'm in Canada so my english is fine and my french passable. I've modded with you before and if you would like I'll do so again.

Pisces.
 
Keep cool Therapist.

Civ 4 and Total realism are only a game and one of its mod. :)

I'm fed up with such replies. It's useless. I rather prefer having good advices, feedbacks and comments, as those of Pisces2 or Cruel.
Saying that the mod is unplayable is a bit too much.

To all: We do our best to make this mod playable, but there are thing we can't avoid, as MAFs. They are " a gift" from Firaxis Team.

Hian the Frog
 
Thx. That's quite enough. :goodjob:
With all you gave to me, i'm able to re calcul with the new system i'm testing at that time. It's going well in the sense of the change i'm looking for. :D

Just a question: what is the best tech you have in that game ?

Hian the Frog

Now I stay in year: 1956AD Turn: 631.

Research: Rifled Artilery
Most Advanced: Breech loaded rifle, Railroad, nitroglycerine.
Old techs not research: social contract, sextant, merchant adventures, drydock, mixed sail armament, high seas warfare, civil industry, food preservation and others.

If you need anything, please say it, you have my help.;)
 
Hoummie,

It has been a very long time since I have posted anything on these forums however I am still playing this mod faithfully. Once upon a time I worked on the map with Nightravn and worked a lot of balancing tests for you playing each and every civ into the future techs. I've done a lot of testing again.

The civs are severely unbalanced but then.... that's entirely realistic. A game as the Japanese should not be as easy as a game as the Indians or Persians. I'll give some overall impressions of this, your newest baby and then my offer...

1) Pandemia is severely unfun. In the ancient to medieval eras it is used to stunt population growth so that modern sized cities don't exist long before 100ad. If it's communicated that is the intent, pandemia complaints may taper off. The false carrot of stopping pandemia is ancient health buildings that take a lot of time to build and offer no real stoppage to pandemia. I'd suggest either removing the ancient health buildings and just tell people that death, disease and plague are a fact of ancient life OR make ancient pandemia treatable with ancient health buildings. Not all civilizations were effected by plague as savagely as others.

2) Seige attack. BtS has limited seige weapons in a way that is fair and realistic. If all it took to conquer a city was artillery, the conflict in Iraq would have been over four years ago.

3) MAFs are an issue but then again, it's Warlords. It's a shame such a high quality mod was built on a wooden hut before a hurricane. The Warlords engine can't keep up with that many changes. BtS will let the mod shine and make the masses happy. Until then, let me break a fewq myths as an true fanatic of the game:

--- MAFs are not caused by the mod directly. It is from the Warlords engine being poorly coded in a rush job for an early release. It was a problem in vanilla Civ and not fixed. Anyone who played Civ4 out of the box got an MAF in the modern ages if they had a few opponents also with mass production abilities---

--- To best avoid MAFs do the following. Limit or eliminate your use of the world builder. That alone will cut things down significantly. Don't believe me? Try it.---

--- After an MAF, restart your machine. Yes, it will take longer than just booting up the game but it will make your next MAF happen much later. ---

--- Stop whining about MAFs. It's like the itch in the part of your back you can't scratch. We all get it. We all get annoyed by it but we move on ---

4) Europe. Every euro civ is stunted powerfully at the beignning of the game as it should be. None of them have much hope of founding a religeon with so much emphasis on building axemen to survive. Bravo. An unfortunate side effect is ancient wonders also go by the wayside which is unfair since so many of them are actually in Europe. I challenge anyone to survive as France, England or Spain to conquer the world on Monarch or above.

5) Tech tree.... same old same old. Too slow in the middle ages. You've doubled the tree but not halved the time.

6) The map itself has been "dumbed" down a lot from the early days of the mod. Copper used to be placed between civs to create friction for those resources early on. That meant sending archers and warriors en masse to take it. That gave you something to do from game turn 1 and dictated the placement of your second city. That is gone. Every civ has a nice convenient pile of copper in their capitol city radius. Every Eurasian civ has horses. Every game starts with warriors then the second unit you will see is a chariot. If the civs really are not meant to be balanced.... then by all means unbalance them with vigor. If you are trying to make a level playing field then it needs more work.

I'll put my money where my mouth is however. I can not code to save my life but I do have two assets I can offer you. I can spend hours testing the mod as any civ you choose on any difficulty for as long as you say you want to go with that civ and.... I speak English as my first language. I'm in Canada so my english is fine and my french passable. I've modded with you before and if you would like I'll do so again.

Pisces.

Hi Man,

Pandemia are unfun ?! :eek: Mmmm. I disagree. They are boring, i agree. And also very realistic. I mean that before Louis Pasteur's Vaccine in the 19th century, Pandemias stroke cities very often. In France, the average strikes in big cities was roughly between 20 and 40 years. So, one time for each generation ! :eek:
I said in an ealier post that pandemia system was slightly changed. It will become less powerful.

Siege units: i'm thinking about removing the ability to conquer the cities to these units, as for the Tanks. Infantries would then become the core of conquest and occupation armies.

MAFs: no comment. Your post is a good sum-up. :goodjob:

Europe: It's overcrowded, full of modern ressources (unless oil) and empty of others. Hard place to win a game....unless a good strategy.

Tech tree: i agree with you about the tech tree problem. We are discussing about changes. There are various ways and we try to find the best.

Map: i note what you said. Interesting point of view.


About tests: There are nothing special unless the tech tree, tech cost as main problem to correct quickly.

You can use our forum to send your comments about the map. It can be very interesting. I will be pleased to receive your point of view.

As you speak and read French a bit: " Ton aide est bienvenue, en particulier pour la carte de jeu et les technologies. Merci d'avance."

Hian the frog.
 
Now I stay in year: 1956AD Turn: 631.

Research: Rifled Artilery
Most Advanced: Breech loaded rifle, Railroad, nitroglycerine.
Old techs not research: social contract, sextant, merchant adventures, drydock, mixed sail armament, high seas warfare, civil industry, food preservation and others.

If you need anything, please say it, you have my help.;)

I forgot: now 48 cities, science always in 100%, prince level, earth map.
 
Back
Top Bottom