yogiebere
Civilization City Planner
Poland starts late and are tech backwards, they need a boost.
I know how to change tech rate, growth rate, etc in the "stability" file. But where do I change starting units and starting techs?
Poland starts late and are tech backwards, they need a boost.
I know how to change tech rate, growth rate, etc in the "stability" file. But where do I change starting units and starting techs?
Augsburg is located right next to Bavaria meaning that you either have to settle a crappy city too close to Augsburg to get UHV1 for the Germans or place it in the Austrian flip zone.
If you must settle in the flip zone it is not that a big deal...
Economy is not a problem in this mod only because research is almost worthless. Research is almost worthless because techs are basically impossible to research until a few years before their historical discovery date (due to scaling).- Armies should be more expensive/cash. Economy is not a problem in this mod while the war burden was very heavy on the people of medieval Europe.
Hardly relevant as- Higher maintenance on mercs
This only applies to Colony resources IMO. Human player is able to build most, if not all Colonies, ending up with a ridiculous amount of resources.- Reduce number of different happiness resources. Total amount is ok.
Usually I only sign in. This forum is an exception.Obviously you don't only sign in...
A few things I still feel need some modification:
- Armies should be more expensive/cash. Economy is not a problem in this mod while the war burden was very heavy on the people of medieval Europe.
- Higher maintenance on mercs
- Continue the concentration of resources to some areas forcing trade to get health surplus
- Reduce number of different happiness resources. Total amount is ok.
Otherwise it is a very enjoyable mod!![]()
Economy is not a problem in this mod only because research is almost worthless. Research is almost worthless because techs are basically impossible to research until a few years before their historical discovery date (due to scaling).
Civilization IV is designed so that you're expected to put most, if not all of your surplus GNP into research. RFCE's design has completely invalidated that so that you shouldn't be spending money on anything. That is why "economy is not a problem".
Hardly relevant as
(1) There aren't many mercs around, especially good mercs;
(2) Mercs are for suicide attacks anyway. If you finish a war with surplus mercs remaining, you've hired too many and should disband them.
This only applies to Colony resources IMO. Human player is able to build most, if not all Colonies, ending up with a ridiculous amount of resources.
Colonies should provide a greater variety of benefits, other than just resources. For example:
(1) Small +per turn in your largest cities. This is equivalent to transcontinental colonial Trade Routes.
(2) Number of free units (as in free unit support). This is another effect of building colonies in vanilla RFC (as well as IRL).
(3) Slave units/periodicbonuses. Similar to the effects of chopping forests in vanilla BTS/RFC.
Colonies should also be possible to trade between different civs IMO.
After finishing two games over the last few weeks i have a question concerning the hungarian UHV: Why is Thrace left out of the Defender of Europe goal? Looks like an oversight to me.
And the other one is about Lithuanias Commonwealth UHV: Right now it leaves Poland out of the equasion, which is a shame. You really don't need Poland for the UHV and i just conquer it because it's right there and kind of nice
Here is my idea: Either put Poland in the other UHV, so it says "Conquer or Vassalise Moscow and Poland" or change the Commonwealth to "have 18 cities within the provinces of (insert historical area)".
I know it's a minor issue because players should conquer Poland anyway, put having to do it might spice up those UHVs.