PDBEL said:
I've quit my test game (was 50% points in front of second at 300 AD, even with my terrible start on a northern icecap-touching island that could fit 4 cities). The challenge was gone.
what level were you playing? if it's too easy you could always up the handicap level
what victory conditions did you have enabled?
however in my experience 50% of the time I beat the other rival CIVs....
until Black Powder and Musketry.....
even if I have more victory points... they get to them first... and if my military aint up to speed.... they kick my ass
70% of the time when I play... after Musketry.... I may beat them in points.... but they beat me to 80% of the wonders!
However sometimes they start gaining or surpassing me in victory points.... after musketry
so you may want to play the mod longer.... or add tougher rival civs..... or increase the handicap level for better difficulty
I suggest playing more turns (at least up to rifling tech) starts because the rival civs start to become more competitive (and dangerous)
also sometimes you dominate with one game.... try a new game... and you may not be so lucky
NOTE: I was winning in points because me an my bro were helping each other in MP....

but they were still kicking my ass in the military and wonder areas

! (all after musketry tech)
PDBEL said:
I noticed the minimum distance between cities is 5 (4 plots in between them); understandable with gold generating cities.
On the other hand these coin generating cities are hardly needed cause the military EAT coin !
yeah I added that info to the notes here and will update the readme.txt upon next release...
well I wanted to balance it so I gave more coins out for certain bonuses and terrains plus added more military cost
you can change this back to default (or some of the advantages/disadvantages) with the files in the Alternate Folder (found in the XML folder of this mod)
PDBEL said:
Since I always had something to do (even with that bunch of initial units on my small island), even on Epic, the fun was very ok. Situations can change fast (from badly in need of happyness to health trouble in less than 5 turns) which shows the flexibilty of the Mod.
Im glad you found it enjoyable
I specifically made the mod more flexible because you have to be careful on what you build and how it will affect your city. I am glad you appreciate this attribute of my mod
PDBEL said:
Not sure how the AI handles the mod, but in this specific test they trailed badly quite fast.
From what I can tell, the AI makes almost all the buildings.... it doesnt seem to manage it well at time (health/sickness/happiness/unhappiness) but I noticed it did this in the "vanilla" version... so Im not sure it has anything to do with my mods' custom additions...
however the AI will build all my custom buildings and wonders (sometimes building wonders faster than I would like

...just kidding that is cool

)
the AI will even build the special military academy building (which only the Great General can create) even if it's not apart of their original AI instructions
all in all I believe the AI handles it well (some times too well!) where they kicked my ass (read:wiped my civ out)... but it does take them past musketry to come around!
IMPORTANT NOTE: In my testing it always seems the victory points are skewed where I will be leading in points... but my tech advancements and wonders are usually behind the other rival civs.... I believe the victory points dont necessary project the correct info at times...
I always play the "Conquest" victory therefore the points dont mean much
PDBEL said:
Congrats on the Mod, even though the heavy Militaristic approach is not really my cup of tea, I enjoyed
well the military aspect was the whole point of my mod
I glad you enjoyed it although it wasnt your "cup of tea"
Thank you for the feedback and the play testing, I hope my answers explained some things...
If you have any more questions or suggestions please feel free to weigh in more
