Preview: Putmalk's Ancient Mesopotamia

UU= Fuerza Publica
UB= Bioparque (basically, it's a cross between a zoo and a wildlife reserve...)
Civ= Costa Rica.
I can't convert to dds at the proper sizes, so that would be something I'd require...

I have no idea what Fuerza Publica is. Is that a police force?

Do you want a Civ 5 style symbol or the Costa Rican flag?

Who is the leader?

I can't do leaderheads.

To not derail the thread further, please PM me.
 
I have decided that for my next update I will introduce the Trade policy tree and the Nubian (or Upper Egypt) civilization, along with other gameplay/balance/bug fixes.

The map will most likely be extended further south.

In addition, I believe I will change the Cultural Victory to 3 policy trees, and start reducing policy increases.

Right now in my culture game, despite rocking +100 culture per turn in my empire, I cannot see myself completing 30 policies.

I have designed 4 policy trees that will help you win culture, but you can only choose 3:
1. Tradition - early culture, mainly monuments and wonders. Sphinx is a must
2. Slavery - helps you build wonders faster, and production always helps culture
3. Polytheism - helps conquering civs stay somewhat competitive with culture, as it gives benefits such as military building culture, etc. To fit in with this philosophy, Polytheism's Heroic Triumph will most likely not grant +4 Culture per Wonder. This benefit instead will go to Monotheism and Heroic Triumph will be replaced by + Culture per kills or something like that.
4. Monotheism - helps small civs beeline through culture, giving benefits to national and world wonders as well as helping out the Church, making it much more viable than the Temple of the Gods. You'll want to build every national wonder (thus, stay small) in order to use this tree. Also, small bonus to specialists and pastures.

This build will most likely be out in like 2 weeks. As always, my upcoming patch notes can be read in the Scenario thread.
 
I haven't posted in this thread in a while, but now I will just to announce some new features that will be coming in Version 5 in a few days (most likely end of this week/weekend).

  • Map has been readjusted so that Greece has less room and there's now a lot more space in Africa, to make room for Nubia (or Upper Egypt, whichever one I choose).
  • A new map will be coming with the game, which is the same map except with random resources/city-state/player placement.
  • I did a pass of all units/buildings/wonders, so now they should all be functioning correctly. There shouldn't be anymore bugs like Peltasts being able to melee attack
  • I did a bit of cleaning up with victory conditions. For example, Domination should no longer win the game. But capturing cities and having landmass increases your score a lot, so the biggest empires will be able to win the Time victory. AIs should still pursue this victory, however.
  • Started tinkering with unit flags so that they're more clear on the map. For example, Horse Archers now use the Keshik flag as opposed to the Settler one, making them easier to pick out. Very soon I'll make my own custom ones and stick them in there, so that, for example, you know what's an Axeman and what's a Spearman
  • I'll be going through the icons and picking out the ones I don't like and I'll just replace them. I want this mod to look as professional and clean as possible
  • Work has not begun yet on adding Pedia entries. This will come at a later version, when I'm nearing Final release
  • I've also begun tinkering with how the AI plays, but it's widely untested so I don't know if its hindering them or helping them
  • Flavors should be correct at this point. The AI should know what it's building and what it's training.
  • If you haven't noticed by now, Trade still isn't implemented. I'm still undecided whether I'll implemented for 5 or 6, but it will be coming soon. Policies are just an annoyance, though. :P

Welp that's a small preview of Version 5, coming soon. Hope you guys are enjoying Version 4 so far. :)
 
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