Lord Katana
Warlord
- Joined
- Jan 22, 2009
- Messages
- 178
Hi all!
Long time veteran Civ player, and just started on C2C. First off, great mod
. I thought FfH2 was the most extensive mod made for cIV but i guess i've been proven wrong
.
I already did a few starts, just to get the hang of things. Some things i don't understand:
1. I've had starts without almost no health problems and starts that just couldn't get out of unhealthy. Besides rivers, traits and some diseases, are there modifiers at start of game which can contribute? (i'm talking the first 20 turns orso)?
2. It also feels like the other properties are fluctuating. In some starts pollution was negative, on some it was rising (water mostly). Again in the first turns, what are contributing factors?
3. Somehow it seems my trackers and such just can't stand up to barbs (the human kind, not animals). Even with forest 3 or hill 3 promo and in the corresponding tiles they get killed. Bad luck or am i missing something?
4. It has been a while since i played civ IV (only V last year). Is there an early unit cap and how is city maintenance calculated? Does the number of buildings you have contribute to that?
5. I find that when i settle a new city stuff like crime gets out of hand quickly the first turns since you need time to build counter buildings (disease i combat by sending a healer along). Anything i can do about that (beside the chiefdom wonder perhaps?)
6. I somehow dislike the banditry civic... but i see the AI taking it. Are those camo units really that important or are there other benefits i'm missing?
7. Again, great mod!
Long time veteran Civ player, and just started on C2C. First off, great mod


I already did a few starts, just to get the hang of things. Some things i don't understand:
1. I've had starts without almost no health problems and starts that just couldn't get out of unhealthy. Besides rivers, traits and some diseases, are there modifiers at start of game which can contribute? (i'm talking the first 20 turns orso)?
2. It also feels like the other properties are fluctuating. In some starts pollution was negative, on some it was rising (water mostly). Again in the first turns, what are contributing factors?
3. Somehow it seems my trackers and such just can't stand up to barbs (the human kind, not animals). Even with forest 3 or hill 3 promo and in the corresponding tiles they get killed. Bad luck or am i missing something?
4. It has been a while since i played civ IV (only V last year). Is there an early unit cap and how is city maintenance calculated? Does the number of buildings you have contribute to that?
5. I find that when i settle a new city stuff like crime gets out of hand quickly the first turns since you need time to build counter buildings (disease i combat by sending a healer along). Anything i can do about that (beside the chiefdom wonder perhaps?)
6. I somehow dislike the banditry civic... but i see the AI taking it. Are those camo units really that important or are there other benefits i'm missing?
7. Again, great mod!
