Mortuus est autem rex, vivat rex!

I'm not quite sure where to post this, so I'll tack it on here.

I'm experimenting with a game using this:

http://forums.civfanatics.com/showthread.php?t=525904

So far, I'm liking it as a "lighter" mod than Communitas. It won't suit everyone, of course, and more experienced and better players than I may well have all sorts of observations to make about it, but some people may like to look at it. In any case, it makes an interesting comparison with CEP.

Cheers, M.
 
I'm not quite sure where to post this, so I'll tack it on here.

I'm experimenting with a game using this:

http://forums.civfanatics.com/showthread.php?t=525904

So far, I'm liking it as a "lighter" mod than Communitas. It won't suit everyone, of course, and more experienced and better players than I may well have all sorts of observations to make about it, but some people may like to look at it. In any case, it makes an interesting comparison with CEP.

Cheers, M.

I gave it a try but couldn't get past the stacking of units and the strange way he handles barbarian units with the high respawn rate and the insta porting to the camp after I clear it.
 
There's a lot of balance changes that make no sense in there (buff to longbows and camel archers?, they're two of the best units in the game already, buff to gatling/MG? nerf to oligarchy, one of the weakest policies in the game?), but maybe some ideas that can be mined from it.

Some ideas I liked
Lake Victoria freshwater source (not sure if this is in or not already, but it's better as a "lake"). FoY could work that way too.
Oasis bonus from a building (could work as granary or caravan, or a mid-game building, like the garden?)
Buff to oil wells
Buff to Brazilwood and Kasbah - I may not like the specific changes, but they're both in need of a small hit upward.
Buff to growth rate from ideology (possibly not that strong so maybe not that great an idea)?
 
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