First, beeing ahead more than 4 techs didnt change anything, if your able to cross that point with positive happiness, you benefit from every additional tech lead without getting punished. A tall Korea cant be stopped by this modifier.I'm not sure about this, but probably will make tall game too easy. As it is now, I can be several techs over the median and still very happy while playing tall.
See above: if I merge the tech penalty into the static yield players would have clear visibility in the city UI what growth will mean. This means that happiness will only change in a negative fashion when cities grow, if a city's yield output drops, war weariness, or the other needs like isolation/religion. No more 'positive' things (like tech research) causing drops.
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I don't think the mod affects map generation? Only initial civ placements but those shouldn't take too long.
Does the faster the better, doesnt it?
In this thread: https://forums.civfanatics.com/threads/dlc-modpack-and-43-civ-version-repository.609278/page-28Heeyyyy I'm looking to getting back to vox populi for some fun, where can I get the modspack for latest version?
Thanks a lot I got itIn this thread: https://forums.civfanatics.com/threads/dlc-modpack-and-43-civ-version-repository.609278/page-28
Usualy on the last page of the thread, but currently the last one posted is the one from pza on page 28.
When you capture a city it's always counted as annexed before you pick the puppet option. Since the tech/policy cost only factors in your maximum number of non-puppeted cities, your first puppet will add to the costs.