Imperator Knoedel
Currently obsessed with The Owl House
Stop trying to troll me.
I am not, you are just paranoid.
Knoedel's back, yay!
Not really, not in the sense of doing any heavy modding work, just lurking in the forums.
Stop trying to troll me.
Knoedel's back, yay!
Why? The overall number of cities is the same with every speed. On slower game speeds you have more turns to collect the shrine income.I've been thinking about this a lot, and I was wondering, do holy shrines have an advantage on faster speeds? It seems to me a 20 gold cap on marathon is more useful than a 20 gold cap on normal.
Then drop the Shafer stuff.I am not, you are just paranoid.
-Ninua, Ur, and Niwt-Rst/Waset (Thebes) in 3000 BC. Ninua and Ur would be Babylon's neighbours that they would conquer either militarily or through culture flip. Egypt's capital would be moved to Ineb-Hedj (Memphis) as Thebes would not be the capital until the Middle kingdom.
-Pyongyang in either 2333 or 100 BC.
-Knossos in Crete in 2000 BC. This would represent the Minoans, and some islands, and resources could be placed around Crete, as well as a metal (Iron or copper) on the eastern tile of the island.
-Kyouto in either 660 BC or 270 AD, representing pre-Buddhist Japan, or moving Japan's spawning date there.
-Koumbi Saleh in 300 AD. This would represent the pre-Malian kingdom of Ghana, and they would have a pre-built city upon spawn.
-Great Zimbabwe in 1200 AD.
-Honolulu in 1795 AD.
-Pre-placed Ulanbaatar in the 1700 AD scenario.
-Ulundi in 1800 AD (Native).
I have a question and four requests:
1. How do you create unique units that don't belong to your civ with the World Builder? For example, I can't find a way to place a Huluganni.
I'm in favor of spawning Knossos but not Honolulu. Greece would flip the city when they spawn.I like some of those ideas. Let me rephrase; I like all of those ideas, but some of them are impractical. For instance, independent cities on islands are very hard for the computer to take. For that reason, Knossos and Honolulu are best settled, not conquered.
Are you talking pre or post new tech tree? In case of the latter, it already does not expire anymore. In general I don't think the wonder is too powerful, as the scope of the effect (naval units) is not very widespread or relevant for most games.Trafalgar, in my opinion, is simply too powerful, but only for a short time. I would much rather balance that out. How about reducing it to 25+ production bonus, but the experience bonus does not expire?
I second this. An independent Knossos would add to gameplay.I'm in favor of spawning Knossos but not Honolulu. Greece would flip the city when they spawn.
Could be something like, "first civ to contact them with rifles researched." If you already have contact when you complete the research, the troops show up immediatly. It could also be tied to tech era.
I'm in favor of spawning Knossos but not Honolulu. Greece would flip the city when they spawn.
Carthage isn't that hard. Found Qart-Hadasht as your capital and another city in Spain, research Horseback Riding and Currency and then turn off research. After you build Great Cothon start rushing elephants with gold and with the whip and you should be able to beat the Romans. Make sure to raze Rome and salt the earth or some Legions will spawn there to help the AI conquer Greece. You can get the money with a GM sent to India. Tibet is doable if you start as China in 3000BC and don't found Confucianism or Taoism, though it's harder to find a city a good city to spawn the 5 GPs in.
Are you talking pre or post new tech tree? In case of the latter, it already does not expire anymore. In general I don't think the wonder is too powerful, as the scope of the effect (naval units) is not very widespread or relevant for most games.
Exactly. Greece would flip Knossos. However, Honolulu also makes sense, as Hawaii was one of the last Polynesian kingdoms to lose independence.
Alternatively, Ur could spawn as a pre-placed Town rather than a city.
For those that want Assyria playable, sorry but that is not currently available in this mod's state (I have a lot of civs that I would like to see here):
Spoiler :Armenia, Anasazi, Sioux, Australia, Zulu, Zimbabwe, Boer, Scotland/Celts, Sweden, Kazakh, Vietnam, Burma, Peru, Hittites, Hebrew/Israel, two or three Nigerians.
The AI would use them to build improvements only. Instead of messing too much with the unit AI, I removed the ability.Why are slaves no longer able to build improvements? I understand if they can be sacrificed to rush buildings but in the meantime they could also serve as cheap workers (as in real life).
Sounds cool. What I definitely want to do is to enable you to continue the game as a civ of your choice after you win or lose, including those that have not spawned yet. Your idea could easily be a game option for this.Anyone thought about implementing a high to low option? I think i saw this in A New Dawn mod once, not sure though. In the mod you had to play with a Civilization and achieve the first score, when you achieve it, you are relocated to play with another Civilization and, again, achieve first score with her and again relocated to another Civilization. Then you have to win the game with the third Civ.
I was thinking in applying this but with UHV, like you have to achieve 3 UHV (or maybe just 2) with one Civ then go to the next Civ repeat and to the next one. It would be fun to play and find a strategy to win in those conditions.
Okay, let me look at the techs.The current tech tree and starting techs do not allow Vikings to found a city in North America before 1050 AD as they have to resreach alchemy and guilds before compass. Is it possible to loosen the "ocean turns into coast" condition to "any civilization discovers compass" instead? Otherwise we need some alternative solutions.
That was a good suggestion. Superconductors needed effects and Supermaterials had too many, and those two units came too late anyway.