/me would love to help with translation into Russian. what do I do?
Contact Sterkhov and ask him for an updated Civilopedia-Online version... we haven't heard from him in months.
/me would love to help with translation into Russian. what do I do?
There's something funny in this mod, there's no resources whenever I play the game.
Tried with Germany,Standard settings Continent map type, then tried with Russia, Duel, Standard settings Archipelago map type but no resources anywhere.
This is the only mod I have that's active...any idea?
...
This is the only mod I have that's active...any idea?
To that feedback I'd like to add the next:Currently on this mod, doing the city states quest pretty pointless as the amount of influence given from those quest was not tweaked (And influence loss has been increased). Due to that, at the next turn that influence is depleted, and wathever you did (Connecting road, slaying another city state, even gifting units) would revert to neutral.
This means that the only reliable way to make friends with city states is bribering them with gold, which, BTW is fairly easy.
Please tweak that.
To that feedback I'd like to add the next:
The AI seems to perform pretty well early game (to the point they reach classical age at turn 15), however the AI perfomance start to decline as the game progress, reaching its peak at renaissance and then falling back, maybe because they don't know what to do with the extra units/tech/civics??.
Also AI fail at sailing as they build mostly cogs (At least on my playtrough).
And last but not least: The late game buildings that are required to build airplanes/ships/tanks, while powerful (Very high production boost, anyone?), they seem to be a mayor hindrance to the AI and weaker civs, since those buildings chew as much as 2 oil. That means that smaller civs will get weaker since even if they have some oil, they have to sacrifice most of it to be able to build those expensive buildings and then, if they have luck, build a tank or airplane.
On the other hands, those civs who have plenty of oil and are big and powerful will become even more powerful as they will have more production (and oil for those civs might not be a problem, btw).
On short: A counter-productive building for smaller civs, über for bigger civs, so: unbalanced, need a tweak.
Another feedback: There are some wonders that break the balance early game since they give insane amounts offor their era (Copernicus wonder +200
? temple of heaven +80
?). Perhaps you might need to tweak the tech cost also, since I've found that techs starting from Industrial start to get extremely expensive, to the point that I'm playing as the lead civ with +2300
a turn and techs like globalization take more than 10 turns. (Think about the smaller civs, if for me it takes so long, waht about them?
).
Cheers.
Thats how oil works though...if you have it you can be rich and have awesome stuff, if you dont you are in trouble and at the mercy of those who do have it. Why change that? Even in the RL word, countries that have the oil are much better off than those that dont. Also, you can now see why wars can start over oil, because if you and your border buddy both find a place with oil, letting the other get it means that you will be at a disadvantage, thus you have to act before they do or get ready for tanks!! I personally see nothing wrong with it, but thats me. I also dont think those wonders are too outrageous since they both need mountain cities dont they? Which makes it a bit harder to get unless you plan early for it.
Well I play on Marathon mode, so im not getting quite the advantage that you speak of. I also find, that those are not built much due to the fact it does take mountains, which also means I need to plan ahead for them.
I still dont agree with you on the oil, because it making stronger empires stronger is the whole point. If an empire has gold, they would be stronger, if an empire has any resource of value(which can change with the times) it will make them stronger. The weaker shall get weaker and thats life as we know it. Changing this, imho, doesnt reflect RL as we know it and I believe that what Dec is going for. It does suck when you are the weaker, but that just makes the game more fun to me. And, I also think its ok to disagree...we both love the mod and want whats best for it!![]()
Balance faaaaaaaaaar out weighs realism anyday, for any game, as long as we're making a "game". Realism should exist to enhance experience along side of balance and not as an obstacle to balance. When incompatible, realism should never be picked over balance. A rule for any professional game designer. "Realism over playability and balance" mentality leads to massive problems and the creation of a game very VERY few people would enjoy playing. example: Flight simulations. I tell you this as a simulation fan.