Genghis Khaiser
King
- Joined
- Aug 10, 2012
- Messages
- 771
How about TTS voices? They're most likely robotic but have good enough audio quality.I don't, and also I consider using AI voices unethical.
How about TTS voices? They're most likely robotic but have good enough audio quality.I don't, and also I consider using AI voices unethical.
You are right, I don't like that at all.Do you really want a TTS voice to talk to you when you give unit orders?
, a city can complete several items in its queue in a single turn" rule you find in certain modmods. But then I don't know how complicated such a thing would be to implement, or if it would be desirable (it might make Despotism even stronger for one).
for
) could synergize well with the Tributaries civic (for a Templo Mayor wonder maybe?). It got me thinking that this effect isn't terribly relevant for Egypt or other ancient civs. They don't have that many things to build so finding the time for workers and settlers isn't a problem, they're in floodplains so they'll grow big anyway, and their AI build too many settlers as it is. The Pyramids have a cool synergy with the Sphinx effect (
for wonder
), but I'm not sure Egypt is in position to do much with it. Other effects could be:
and
(+1
per
level?), Egypt is always lacking in
(though maybe this isn't a problem because its cities' growth is already guaranteed),
for both its UHV and URV, OTOH there's a bit of overlap with Ishtar Gate (whose effect isn't that much help to Babylonia, so maybe the Pyramids could steal it),
or
from excess
-
is boosted, but the
UHV can afford to be made more difficult anyway.You can swap between civs with Ctrl+CGiving us the option to Take over a civ when losing is really needed, i play this to have fun, not to "win". So giving me the option to swap civs on defeat would be a good way to keep on playing.
Mostly because spamming everywhere with cities is not something i expect would be good for performance or the feel of the mod.Why not make it a city at that point?
Couldn't there be a name in the tooltip? I assume it says something like "Tribal Village" right now when there is one, and it could be cool for flavor if it says "Iroquois Tribal Village" if it happens to be in a zone that was inhabited by the Iroquois people. There could be a map with an indigenous name for each tile, which gets used if a tribal village is on it. Probably not really worth doing, though.As for predetermined names, there is nothing I can do besides spawning a sign on the map (which is ugly clutter, in my opinion). A city could be named.
Here's a wacky idea: (AI only?) Greeks and Phoenicians could have access to a unique unit that's a Galley that starts with a Settler, therefore encouraging them to go settle random parts of the Med.I just played through a grand marathon game, and I must say it's just equisite. However, I did notice that the Classical era seems to just have alot of scripted events, and that got me thinking about how to reduce those. So I know that each civilization is supposed to represent a "people" (e.g. the Franks, the Phoenicians, etc.) with one exception for the Germans being two civs (Prussia and Austria).
However, I realized that in the great struggle to balance gameplay with historicity that Alexander's scripted conquests might be avoided by splitting Greece into two civs: a culture and naval-exploration oriented "Greeks" to represent the Mycenaens and Greek city-states that settled Asia Minor, founded really historically significant colonies in places like Taras, Syracusae, Massilia, Saguntum, etc. and achieved all of the Classical Age achievements and a later conquest-oriented "Macedonians" who spawn with really strong units to represent Alexander and his successor kingdoms focused on conquest and culture.
Just a food for thought.