Jabie
Wanted in Monte Carlo...
0.5 is a big improvement on 0.4. I love the new tribal villages and the rebuilt depots etc. Never saw the mutant horses though
* There's still no way for a builder to win. You gotta go aggressive, which tends to be against my general play style. There aren't enough cultural buildings and the lack of any means to adjust the cultural slider hurts as well.
As I mentioned in a previous post, seizing cultural artefacts (hit singles, movies, broadway plays) from city ruins is probably the way to go here. I'd consider some kind of "Light Age Studies" tech (or path) that can come after Radio or Education and allows you to build Plazas that give +1 Happy, +2 Culture and an additional +1 Happy & Culture per cultural artifact held.
* There needs to be a means to clear radiation. Perhaps you should hang Biology after Medicine and give the ability to clear fall-out and create/use chemical weapons (from the Next War mod)
* Values. City Hall is a nice addition. I'd like to see some extra buildings only available if you are using a particular value. Something like:
+ Democracy - Courthouse.
+ Technocracy - Research Lab
+ Anarchy - Collosuem (renamed Arena)
+ Monarchy - No idea. Something military.
+ Plutocracy - Grocer (?), Money Changer
+ Federalism - Castle (Renamed fortress)
(+ Religion - Temple)
With the world gone to hell in a handbasket, the final value seems like one a lot of people would adopt. It's credo is "God rules the world" It could be found in the "Light Age Studies" path discussed above.
* I agree with a poster on another thread. Silos should produce Cruise Missiles in the main, with Nukes as the exception. One solution would be to limit the amount of Nukes by making them a National Unit.
* It's probably worth communicating with the designer of the Necro Cristi mod. They're doing a post-apocalypse world but with zombies, I suspect that you've got the foundation for some good cross-pollination. (I tired downloading it, but it was going to take 3 hours according to my PC!)
* Speaking other of mods. Espana 1936 allows Workers to build and remove trenches and barbed wire. Not too sure about the trenches, but barbed wire feels right. It also has potatoes and fruit as foodstuffs, which again feels right.
* There's still no way for a builder to win. You gotta go aggressive, which tends to be against my general play style. There aren't enough cultural buildings and the lack of any means to adjust the cultural slider hurts as well.
As I mentioned in a previous post, seizing cultural artefacts (hit singles, movies, broadway plays) from city ruins is probably the way to go here. I'd consider some kind of "Light Age Studies" tech (or path) that can come after Radio or Education and allows you to build Plazas that give +1 Happy, +2 Culture and an additional +1 Happy & Culture per cultural artifact held.
* There needs to be a means to clear radiation. Perhaps you should hang Biology after Medicine and give the ability to clear fall-out and create/use chemical weapons (from the Next War mod)
* Values. City Hall is a nice addition. I'd like to see some extra buildings only available if you are using a particular value. Something like:
+ Democracy - Courthouse.
+ Technocracy - Research Lab
+ Anarchy - Collosuem (renamed Arena)
+ Monarchy - No idea. Something military.
+ Plutocracy - Grocer (?), Money Changer
+ Federalism - Castle (Renamed fortress)
(+ Religion - Temple)
With the world gone to hell in a handbasket, the final value seems like one a lot of people would adopt. It's credo is "God rules the world" It could be found in the "Light Age Studies" path discussed above.
* I agree with a poster on another thread. Silos should produce Cruise Missiles in the main, with Nukes as the exception. One solution would be to limit the amount of Nukes by making them a National Unit.
* It's probably worth communicating with the designer of the Necro Cristi mod. They're doing a post-apocalypse world but with zombies, I suspect that you've got the foundation for some good cross-pollination. (I tired downloading it, but it was going to take 3 hours according to my PC!)
* Speaking other of mods. Espana 1936 allows Workers to build and remove trenches and barbed wire. Not too sure about the trenches, but barbed wire feels right. It also has potatoes and fruit as foodstuffs, which again feels right.