salty mud
Deity
I played a game as Rome on a pangaea map on a small world. I wanted to play a relatively quick game to get to grips with the new features. I won the game in the Renaissance era through a Conquest victory. I'd like to see I'm very impressed! Though I do have some gripes and questions that remained unanswered from playing the game. What follows is a more detailed version of my thoughts.
Leaders and Civilisations: I am very pleased with the civilisations on offer and the leaders. The new traits are much better balanced than they were in vanilla. Nice to see traits like protective actually useful now, the free walls bonus is quite nice, especially when combined with the happiness bonus. Some traits are clearly better than others though - humane is very powerful because of the dissent reduction. The likes of judicial seem weak in comparison. Also nice to see some other areas represented. The Polynesians, Javans, Malay and Polish were all nice additions!
Units: Seems pretty untouched from the vanilla game, bar a few exceptions. In my Rome game, for example, my Legionary unique unit is still extremely overpowered, able to compete well into the Medieval period. I dominated the world with it. The changes to siege units are nice. No longer are they suicide units but have a large chance to escape combat safely. I love the unit graphics. It was very nice to see my Roman-attired musketeers battling Portuguese-flag clad crossbowmen.
Civics and Civil War: Here is where I'm a little confused. I often feel like I'm being punished for advancing my civilisation by adopting new civics. A few times I unlocked a cool new civic that I thought would be great to try out only to have to decide against it because the dissent would cause chaos. A couple of my cities did rebel from time to time, but it was really only an annoyance rather than an entertaining game feature. AI cities did occasionally rebel, and twice formed new civilisations, only for them to be instantly crushed either by me or by the civilisation they rebelled from.
The civilopedia states that dissent is tied to culture. What exactly does this mean? From what I concluded in game, it's actually linked to the city's ETHNICITY, not its culture level. The higher the ethnicity of your culture in the city, the lower the dissent. Building culture buildings and researching cultural techs didn't really seem to do anything. If anyone could clear this up I'd be grateful.
Religions: Much better than in vanilla Civ IV. I like the idea of accumulating faith to earn a Great Prophet who can found a religion. The Civ V influence is obvious! The idea of tenets is cool, with "reformations" being able to change them a very clever idea. It's also nice to see that various religions actually take off throughout the world now, instead of everyone being Hindu or Buddhist. I'm excited to see how a game with plenty more civs and different continents plays out.
A pretty great experience overall, I'll definitely take the mod for another try.
Leaders and Civilisations: I am very pleased with the civilisations on offer and the leaders. The new traits are much better balanced than they were in vanilla. Nice to see traits like protective actually useful now, the free walls bonus is quite nice, especially when combined with the happiness bonus. Some traits are clearly better than others though - humane is very powerful because of the dissent reduction. The likes of judicial seem weak in comparison. Also nice to see some other areas represented. The Polynesians, Javans, Malay and Polish were all nice additions!
Units: Seems pretty untouched from the vanilla game, bar a few exceptions. In my Rome game, for example, my Legionary unique unit is still extremely overpowered, able to compete well into the Medieval period. I dominated the world with it. The changes to siege units are nice. No longer are they suicide units but have a large chance to escape combat safely. I love the unit graphics. It was very nice to see my Roman-attired musketeers battling Portuguese-flag clad crossbowmen.
Civics and Civil War: Here is where I'm a little confused. I often feel like I'm being punished for advancing my civilisation by adopting new civics. A few times I unlocked a cool new civic that I thought would be great to try out only to have to decide against it because the dissent would cause chaos. A couple of my cities did rebel from time to time, but it was really only an annoyance rather than an entertaining game feature. AI cities did occasionally rebel, and twice formed new civilisations, only for them to be instantly crushed either by me or by the civilisation they rebelled from.
The civilopedia states that dissent is tied to culture. What exactly does this mean? From what I concluded in game, it's actually linked to the city's ETHNICITY, not its culture level. The higher the ethnicity of your culture in the city, the lower the dissent. Building culture buildings and researching cultural techs didn't really seem to do anything. If anyone could clear this up I'd be grateful.
Religions: Much better than in vanilla Civ IV. I like the idea of accumulating faith to earn a Great Prophet who can found a religion. The Civ V influence is obvious! The idea of tenets is cool, with "reformations" being able to change them a very clever idea. It's also nice to see that various religions actually take off throughout the world now, instead of everyone being Hindu or Buddhist. I'm excited to see how a game with plenty more civs and different continents plays out.
A pretty great experience overall, I'll definitely take the mod for another try.