1SDANi
Sister Lady
- Joined
- Oct 27, 2014
- Messages
- 2,931
GARGANTUAN UPDATE!!!
Removed Independent Dublin and the Scripted English Dublin.
Apparently if left to their own devices, England will settle Dublin so long as there's no one else on there. Who knew?
Apparently @Tigranes!
Removed old endgame civ effects. In the future I will be adding a few new buildings to fill in their role.
Not sure if working, but tried to implement a feature that gives 10% commerce per iteration of Transhumanism.
Added Solar Farm Improvement, gives 1 Food and 2 Gold on Deserts.
Recycling Center moved to Ecology
Huge rebalancing of units according to @Ogi123
EDIT: After further testing, Commerce from Future Tech does indeed work!
Forgot to include when first posted, but I redid my previous improvement yield from tech changes
Removed Independent Dublin and the Scripted English Dublin.
Apparently if left to their own devices, England will settle Dublin so long as there's no one else on there. Who knew?
Apparently @Tigranes!
Removed old endgame civ effects. In the future I will be adding a few new buildings to fill in their role.
Not sure if working, but tried to implement a feature that gives 10% commerce per iteration of Transhumanism.
Added Solar Farm Improvement, gives 1 Food and 2 Gold on Deserts.
Recycling Center moved to Ecology
Huge rebalancing of units according to @Ogi123
- Split Naval units into Raiders, Escorts, Settlers, and Attackers
- Added Ocean Liner as a Settler Ship between Galleons and Transports
- Settler Ship Cargo Slots changed: Cog:3 Galleon:4 Transport:6
- Added Pirate and Corsair as pre-Privateer hidden nationality units
- Added Escort Destroyer between Destroyer and Stealth Destroyer.
- Added Super Carriers, stronger versions of carriers with 2 more movement and 1 more cargo.
- Nuclear Submarine renamed to Attack Submarine, now uses Uranium or Oil
EDIT: After further testing, Commerce from Future Tech does indeed work!
Forgot to include when first posted, but I redid my previous improvement yield from tech changes
- Robotics: +1 Production to Mines, Quarries +1 Commerce to Orchards, Plantations, Slave Plantations
- Nanotechnology: +1 Production, Commerce to Workshops
- Renewable Energy: +1 Commerce to Windmills, Watermills
- Genetics: +1 Food to Farms, Pastures, Towns
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