Hello evryone!
1possibly moving the graph in info addict to enhanced demographic's table (should produce a disaster
)
2updating nmh to newest VP next week.
3Barbs hm? I could nerf that
4city hm? I could turn the city radius to ony one if possible *I think it follows the same rule as normal building tho
5heard from serp that EUI makes the game time longer *dragging the finish turn
6fixed capture+! any effects?
7nerfed river and coasts! see the changes? tundra, snow, desert marsh and forest should produce zero gold. ( my nerf to -1 is it lovely?)
8caravan roads does not work in nmh? it was fine before i compiled it into nmh 12 and nmh13. Maybe the codes all messed up. I'll check. ( weekdays: no time to play own modpack or any game )
9world wonder as improvement;
this
10my brothers was beaten up by barbarians on raging barbarians mode. I'll do something
11 cs has 2 city max
12 if roads isn't working i'm not gonna implement worker civ6mod. which is better as it is only one turn to make improvements on tile. roads/rail produces a bug which is fixable when i delete the roads and railroads codes..
been a long time since i played celts. i heard they got a buff
13. enhanced city states looks good but it uses gold as cs friendship token rather than envoys. need to test them out.
14. is nmh13.1 not working too?
15. I heard, what civ you have in mind? (make sure it is compatible, balanced and working flawlessly with VP(CBO))*not interested to make any modded civ compatible with newest vp. but I want to try adding one or two new civ into nmh. no pc master race civ (OP)!