Other Suggestions

Wyz,

1-) A horse breeding centre or a ranch could be a logical next step into a military building improvement for Civs that do not have the horse resource but do get horses from friendly Civs (and yeah...always retract that resource when most needed..arghh) . In my opinion its not very logical, that once one gets a few horses one doesnt make 'm copulate... The qualification to get one could be linked to victories or a certain amount of horse units build. But I guess you get my drift.

2-) While I have been round since CIV I, I have always missed the option to depend more on a spying network. The current spy option is not as important as the other parts of the game, like the military, although military and espionage go hand in hand. Maybe make an MI-5 World wonder and give the player(s) the oportunity to enhance spies.

Thaz it 4me..

:D
 
Need to have a thread for updates and current MOD info, or one where to get current updates and current MOD.
Add a change log for next version/balance recommendations/tech tree recommendations/what would you change in the game/bug reports etc, just some suggestions is all, and btw where can i get an updated copy from?:p
 
strategyonly said:
Need to have a thread for updates and current MOD info, or one where to get current updates and current MOD.
Add a change log for next version/balance recommendations/tech tree recommendations/what would you change in the game/bug reports etc, just some suggestions is all, and btw where can i get an updated copy from?:p

Good idea. I'll do this when I have a bit more time to sit down, but I agree that an update thread would be very useful.
 
My biggest suggestion would be to add new Traits.

Maybe 6 more (3-4 w/ the 3 in warlords.)

I only suggest this because w/ the increasing number of Civs, w/ that goes an inceasing amount of leader heads. 1 Thing I have tried to avoid in my own games is having duplicates of the trait combinations. (2 of each combination as a MAX)
There are lots of combinations of traits that I have seen, and as of the moment I have added 4 into my own personal games.

Agricultural (+1 food to each square w/ 3+)
Ambitious (AnnoDomini Mod called it Builder) Basically its the Industrious Bonus of +50% to wonder production. W/ that I changed Industrious to +1 Production to each square w/ 3.

Patriotic (I saw something in SevoMod that had a trait called Nationalistic that gave a "Nationalistic" promotion of +10% City Attack/City Defence). I used this thinking that a civ with this would be more "Patriotic"

Seafaring: I think this is the most commonly added one w/ the most variations. I basically made it like the Aggressive trait w/ a free Navigation I promotion. and double production of Harbors.


Im sure there are others that can be dreamed up. But these are the 4 I use.
 
The ability for dissenting cities to break away and declare independance is still sorely missed :( How about at least adding it to the list of settings? Maybe check the box if you want it allowed? :D pwetty pwease...
 
Edgecrusher said:
My biggest suggestion would be to add new Traits.

Maybe 6 more (3-4 w/ the 3 in warlords.)

I only suggest this because w/ the increasing number of Civs, w/ that goes an inceasing amount of leader heads. 1 Thing I have tried to avoid in my own games is having duplicates of the trait combinations. (2 of each combination as a MAX)
There are lots of combinations of traits that I have seen, and as of the moment I have added 4 into my own personal games.

Agricultural (+1 food to each square w/ 3+)
Ambitious (AnnoDomini Mod called it Builder) Basically its the Industrious Bonus of +50% to wonder production. W/ that I changed Industrious to +1 Production to each square w/ 3.

Patriotic (I saw something in SevoMod that had a trait called Nationalistic that gave a "Nationalistic" promotion of +10% City Attack/City Defence). I used this thinking that a civ with this would be more "Patriotic"

Seafaring: I think this is the most commonly added one w/ the most variations. I basically made it like the Aggressive trait w/ a free Navigation I promotion. and double production of Harbors.


Im sure there are others that can be dreamed up. But these are the 4 I use.

This would be a good add-on - something that doesn't come standard but can be added at the player's discretion.
 
Mauer said:
The ability for dissenting cities to break away and declare independance is still sorely missed :( How about at least adding it to the list of settings? Maybe check the box if you want it allowed? :D pwetty pwease...

TheLopez "Great Options" mod is going to have a tonne of features like this that can be turned on and off in the INI file. Not sure if this is one of them, but I wouldn't bet against it.
 
strategyonly said:
You said write here, so i am, pls change the Flag for the USA thx, to the good ole R/W/B. THX

"Old Glory" won't work because it's tri-colour, and the colour scheme won't allow it unless you use a static flag. The problem with static flags is that they pose problems with certain graphics cards, and credit confusion (albeit it minor) in multiplayer.

I can try to come up with a reasonable alternative, though. I *could* add it as a static flag, but Bad Ronald already has a pack that does exactly that.
 
NikNaks93 said:
I've got an idea. As there are going to be unique names for units, how about Jeckel's Unit Names mod for the rest. Then it would seem smoother than going from 'Rifleman' to 'Princess Patricia's'. How about that?

Not a bad idea, but I'm not sure how they'd click together. Would Jeckell's stuff overwrite the UU names?

Can you look into this? :)
 
Wonder suggestions: I don't know is it okay for Rhye if this mod uses some wonders he made for his mod, but they would be cool. Check out his forum, he made Olympic Park as a national wonder and Wembley and The Colosseum as world wonders.
 
Hitti-Litti said:
Wonder suggestions: I don't know is it okay for Rhye if this mod uses some wonders he made for his mod, but they would be cool. Check out his forum, he made Olympic Park as a national wonder and Wembley and The Colosseum as world wonders.

This would be a component. We're intent on limited Gold content to additional civ and civ-features. Stuff like extra wonders is a great idea - and I fully support it - but as an add-on.

Sevomod adds a tonne of extra stuff, and uses most of CIV Gold for it's new civs.
 
I just got this mod the other day, and can't wait for the Warlords version.

My goal in getting this mod was, of course, to find a selection of Firaxis-quality civs added to the game, and for the most part Civ Gold is the best I have seen. Some of the retextures are incredible (the Pakistani Washington and Basil II). However, some of them need a little something. Nebuchadnezzar and Alfonso Henrque just look disturbing, the Lithuanian leaderhead is very blocky, and Tashunkewitico (Sioux) has very garish and almost untextured clothing. In addition, the Swedish leader has an eye problem not found on his identical counterpart in the Amra mod (whose Canadian Trudeau also seems a great improvement over the retextured Alexander used in Gold 3.0).

Please let none of these negatives discourage you in any way. Civ Gold is still by far the best mod I've tried, and if I need to, I can replace the animated leaderheads with others on my own. If anybody wants to consider changes before the next release, these are my ideas so far:

Replace Trudeau with the Amra version
Replace Lithuanian with pre-Warlords Carthage
Replace Sioux Tashunkewitco with Cherokee leader from Amra
Replace Nebuchadnezzar with pre-Warlords Turkish Atataturk
Replace the Swedish leader with identical Amra files to fix eye problem
Replace Alfonso Henriques with Amra's Henrique

Thank you for your time and this great mod. I look forward to the Warlords release.
 
Jdog5000's Revolution modpack just itches to be added to Civ Gold, at least as an optional addon. It allows internal revolutions in an empire and also lets barbarians become civs if they grow enough.
 
Thanks for the feedback, Vrenir.

Vrenir said:
Replace Trudeau with the Amra version

Amra actually did this one at my request, but in the end I didn't feel it looked like him. Trudeau was slightly built with a narrow face. FDR is a bit too large. I agree Alexander is not ideal. Actually, Augustus might be a good model to base from, now that I think of it. Let's revisit that.

Replace Lithuanian with pre-Warlords Carthage

I'll try to find some pics. The added beard was Sevo's first crack at it, I think. Which is why is seems out of place.

Replace Sioux Tashunkewitco with Cherokee leader from Amra

I'm saving that for something else. :) But I agree with you. This was a last-minute leaderhead I did just to get the release out in time.

Replace Nebuchadnezzar with pre-Warlords Turkish Atataturk

Definite possibility. We've been asked to revisit Ataturk in any case.

Replace the Swedish leader with identical Amra files to fix eye problem

That's where we got it in the first place. :) It might be an animation issue. I'll check into it.

Replace Alfonso Henriques with Amra's Henrique

Actually, I may replace it with a really cool Henry the Navigator that Edgecrusher made. I'll review both.
 
I'm happy to report that the Swedish leaderhead issue was because my graphics settings had been on "low." Somehow it affected the animation in one mod and not the other. Now it's on "medium" and all looks well.
 
Drtad said:
Jdog5000's Revolution modpack just itches to be added to Civ Gold, at least as an optional addon. It allows internal revolutions in an empire and also lets barbarians become civs if they grow enough.

Yeah that revolution thing is sorely missed since a few Civs ago.
 
I have another two options for your version.

Diplomatic option:

A player or AI should be able to make a formal public (known to all known civs) diplomatic apologie if this is requested. This in order to reduce the red negative points a leader might have over you and second to avoid war. Offcourse it vould be done the other way round as well, to make a diplomatic insult could trigger a war, a war that you didnt start...one merely said someting....

Caltech Worldwonder:

A tech facility that gives the player the option to reverse engineer already excisting techs discovered by other AI's or players. Like for instance computers, that could then be reverse engineerd by 3 turns (shorter to discover such a tech).

:D
 
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