The only obvious way is to allow 100% science for all goverment types.ckuyuk said:Hi,
How can I reduce the earned-money per turn in this mod?
There is to much of it![]()
The only obvious way is to allow 100% science for all goverment types.ckuyuk said:Hi,
How can I reduce the earned-money per turn in this mod?
There is to much of it![]()
Hmm...thamis said:Galleys don't turn, but to me that's not an issue.
You can irrigate hills on purpose.
I thought railroads were renamed to Imperial Road?
Yup, thats the point!Or kill off other civilizations early.
Stormrage said:Yup, thats the point!![]()
Thamis, sorry, but the thread is over 60 pages so I`m just gonna ask this: I think this mod doesn`t use all those great ancient greek units made by R8XFT, are you going to update this a bit? I`m thinking of DL-ing..
stewy said:I just wanted to say thank you to Thamis and those of you who have created this wonderful mod. I only recently downloaded it and have been playing with my son who is in fifth grade. Two days ago he went on a field trip to a local museum and was able to discuss the hoplite, phalanx and other aspects of ancient history with the museum guide. When his teacher asked him where he learned these things he referenced your mod and civ. His teacher does not play but was quite interested. Anyways kudo's again on your excellent mod and thanks for helping me educate my son in an enjoyable manner.
None of my units are in. Never mind - hopefully I'll work out how to do some new artwork in Civ IV that you'll be able to use in the new version of the modthamis said:This MOD does use a lot of ancient units, but I don't know if any by R8XFT are in. There will be no more updates to this mod, at least the Civ3 versions.