Constantine67
Chieftain
- Joined
- Apr 24, 2006
- Messages
- 35
I have a slave acting as a worker also

Great mod, I love it. Two remarks for now:
1. units are dirt cheap and we end making thousands of them which just make things slower.
2. teching is also unbelievably fast (I am playing Emperor level)

No they don't. The AI has no advantages. If so you would have contact with carthage and the egypt 3000 BC. But some CIVs are able to discover Sailing (about 1200 BC). After that they are able to.I noticed that the AI civs can send their work boats wherever they want.
Brennus captured Rome in history! So be careful. The Romans get very (!) strong in time.The Gauls (I think that's who it is, green guys) need some kind of balancing agent. In the few games I've played they are always 3-500 points ahead of everyone else and in my last game they declared war on me shortly after I (the Romans) figured out one god was good enough, their invasion force consisted of at least 100 units with more pouring in every round.
They don't seem to suffer from leprosy or the plague (at least as much as I did), which definitely adds to the fun when I try to defend a city against their 100 unit SoD, and it gets hit with the plague and I wind up losing a couple of generals and a bunch of other units.
They have more forests. That's the clue. But they do not have sanitation, bathhouses and aqueducts... so in later times they get hard to play.No they don't. The AI has no advantages. If so you would have contact with carthage and the egypt 3000 BC. But some CIVs are able to discover Sailing (about 1200 BC). After that they are able to.
Brennus captured Rome in history! So be careful. The Romans get very (!) strong in time.
They have more forests. That's the clue. But they do not have sanitation, bathhouses and aqueducts... so in later times they get hard to play.
Be careful and try to avoid that your cities become unhealty (stop growing by hand)! Leprosy was a very common problem in ancient times...

wow! i'm playing now and this game is chock full of awesomeness! probably some more balancing tweaks needed and i bet you could expand the tech tree more in the early stages to beef things up.
i like how it takes some time to have the ability to get a second city. you can really focus on the first city.
are brennus and boudica co-located,i.e., only one or the other? who is on the british isles?
? Can't do that, from 4000 to 600 BC you have to let time lapse away... there hadn't been so many inventions at all. But because of that, turns last 10 years.
... there have been lots of celtic tribes... so in this mod you will find two celtic CIVs and also two germanic CIVs. england is not occupied by the celts 4000BC. only a barbarian tribe you'll find there. My intentions is, that the celts will settle down in england before the romans do.... but thats different from game to game... and thats the big advantage of CIV... always different.
oh I forgot:have you or will you consider adding the BUG mod?
also, and I apologize if I have somehow overlooked this, but a description here of the maps and scenarios would be nice...thanks
again, what "speed" is ideal for the game


oh I forgot:
Bug: no
maps: europe only
scenarios: only 4000BC at the moment, you'll see the CIVs by choosing a scen
and this mod has a teaching factor. e.g. you will learn where the celts spread in history
epic speed is perfect.


oh, should I set the chance of dying slaves a bit lower? it's only 5% per round now. so every 20 turns! too heavy?Slaves are pretty much useless for improvements. I kept losing them before they could improve anything.

. But you can change the speeds and their name to make the tech race and the passing of turns more constant. For example I change thje research value at marathon to 150 (meaning I everybody need to spend +50% for a specific tech) to balance the fact that I play immortal/deity. I don't like to get 200AD techs before 300BC
please make the first 2 changes because 3,4,5 I can change for myself 
oh, should I set the chance of dying slaves a bit lower? it's only 5% per round now. so every 20 turns! too heavy?