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RTW: Comments and suggestions about add-on Pack 1

Discussion in 'Civ4 - Road to War' started by Gianba, Sep 24, 2007.

  1. Gianba

    Gianba Chieftain

    Joined:
    Sep 14, 2007
    Messages:
    5
    Hi.
    I am playing with RTW pack one and I have some comments:

    1 The end of turn is really too slow. Maybe it would be better to have less nations, so to speed it up. Other solutions? Maybe you could have just Russia, Germany, Italy, USA, England, Japan, France, Poland, Norwey, Sweden, Finland, Spain, Rumenia, Unghery, Belgium, Neederland.
    For the future expansion maybe it is better to group africa and south america nations...

    2 It is not possible to communicate and exchange things with others. Example, I played with germany, but it was not possible to exchange technologies or resources with Italy, or make treatments.

    3 Starting, all cities are 4...capitals, as Berlin, should be powerful and have the possibility to grow more.

    4 Do you think it is possible to have wonders giving special abilities?
    For example, in WWII the discovery of V2 missiles could be consider a wonder and Germans should have a little advantage in this, the same for electric submarines and jet engines for planes, USA should take a little advantage for atomic bomb and so on.

    What you think?
    Thanks
     
  2. VeteranLurker

    VeteranLurker Chieftain

    Joined:
    Nov 8, 2006
    Messages:
    259
    Location:
    Ann Arbor, MI
    Pop=4?? Sounds like you are playing one of the early versions. Upgrade to add-on beta-3 and you should notice improvements. Some cities can grow, but are realistically limited by health for such a short timespan. EoT will be slow due to winter effects and large number of units in European scenario.

    Allied countries will offer trades once alliances are activated (in historical mode) and have shared research, but trade is certainly not the focus here.

    Doesn't whoever develops The Bomb first have an advantage anyway? Some unique buildings would add some flavor though (like the generated events do).
     
  3. Bluewolf

    Bluewolf Chieftain

    Joined:
    Mar 4, 2007
    Messages:
    62
    Since the scenario IS based on war, the numbers shouldn't represent pop, but manpower.

    As nationalism spreads, more men would be available as women took their jobs.

    Baby boomers were AFTER the war ;)
     
  4. Dale

    Dale Chieftain

    Joined:
    Mar 14, 2002
    Messages:
    6,986
    Hi and welcome. :)

    It's due to the bitter winter effects. Unfortunately due to how the engine processes terrain changes (from summer to winter) it's a slow process. I've posted in other threads how to turn off BW. :)

    As mentioned above, once you start getting allies (team members) research is shared and trading is possible.

    Also note that under the two historical modes most of the treaties are disabled.

    Growth is not a goal of the mod. War is. :D Plus, growth did not occur across most of Europe/Pacific due to the war. If anything, displacement and population decrease occured.

    This would be impractical. During the time period, scientific advances were only uniquely known for a very short period of time due to technology sharing/swapping and spies. For instance, the US may've had the bomb in 1945, but the USSR had it only a couple of years later from spies.

    Same with the V2. It used English radar technology as the guidance on German rocketry knowledge. As it was, the US captured a number of German V-rockets and knew how the technology worked (and deployed their own version of the V2) against the Japanese by the end of the war.
     

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