Cabeza2005
Chieftain
- Joined
- Jan 6, 2002
- Messages
- 9
I am new to this mod and hardly played mods in Civ5, despite playing the game for hundreds of hours.
My favorite CIV 3 PTW MOD was DYP (Double your Pleasure) and my favorite CIV 4 BTS MOD was ROM (Rise of Mankind). The reason I loved both of them was that they added a lot of new technologies. For a while I was looking for some similar mod for CIV 5 BNW and last weekend I decided I will try CCTP (4.05 v3, downloaded on Oct 12th). Mainly because you have 450 techs but also because I played the original CCTP and CTP2 and enjoyed both.
Yesterday I went over the prehistory age on a standard sized Russia map and I noticed some game breaking mechanics. The difficulty was King.
I started by building Caveman (the only thing I could do) and found a lot of ruins. Some of these ruins gave me settlers, before I could even build settlers by my own, and I ended founding cities with them.
With these cities I spammed more Caveman and took most of the ruins on the map.
By the end of the Prehistoric age my score was around 6000 and the five AI opponents had scores around 1300. I had twelve cities and they were still only with one.
The game breaking mechanics are two:
1. I should not be able to receive settlers from ruins if the technology for such unit still does not exist. The same could be said about Scouts.
2. No idea if this is fixable but I felt that the AI did not really use the early caveman for exploration and therefore they took almost no ruins. In BNW un-modded games they are much better at it.
Some other notes.
- When you build a Shaman Hut not only the building is created but also a ranged unit (do not recall how it is named, something with Fire). I thought this was intended and the unit is the Shaman but did not see it on the building notes.
- There is a building named Uppi (or something like that). I was able to start building it before I actually got the technology that allows it.
- It will be nice to have a different icon to distinguish within the workers and the per-worker units.
I will restart, maybe increase the difficulty to Emperor or Immortal and avoid using the settlers from the ruins. This way I may have a fair challenge from the AI.
Other than these notes, I must say that in general I liked what I saw and the direction this mod is taking. Keep up the good work.
Thanks!
My favorite CIV 3 PTW MOD was DYP (Double your Pleasure) and my favorite CIV 4 BTS MOD was ROM (Rise of Mankind). The reason I loved both of them was that they added a lot of new technologies. For a while I was looking for some similar mod for CIV 5 BNW and last weekend I decided I will try CCTP (4.05 v3, downloaded on Oct 12th). Mainly because you have 450 techs but also because I played the original CCTP and CTP2 and enjoyed both.
Yesterday I went over the prehistory age on a standard sized Russia map and I noticed some game breaking mechanics. The difficulty was King.
I started by building Caveman (the only thing I could do) and found a lot of ruins. Some of these ruins gave me settlers, before I could even build settlers by my own, and I ended founding cities with them.
With these cities I spammed more Caveman and took most of the ruins on the map.
By the end of the Prehistoric age my score was around 6000 and the five AI opponents had scores around 1300. I had twelve cities and they were still only with one.
The game breaking mechanics are two:
1. I should not be able to receive settlers from ruins if the technology for such unit still does not exist. The same could be said about Scouts.
2. No idea if this is fixable but I felt that the AI did not really use the early caveman for exploration and therefore they took almost no ruins. In BNW un-modded games they are much better at it.
Some other notes.
- When you build a Shaman Hut not only the building is created but also a ranged unit (do not recall how it is named, something with Fire). I thought this was intended and the unit is the Shaman but did not see it on the building notes.
- There is a building named Uppi (or something like that). I was able to start building it before I actually got the technology that allows it.
- It will be nice to have a different icon to distinguish within the workers and the per-worker units.
I will restart, maybe increase the difficulty to Emperor or Immortal and avoid using the settlers from the ruins. This way I may have a fair challenge from the AI.
Other than these notes, I must say that in general I liked what I saw and the direction this mod is taking. Keep up the good work.
Thanks!