Captin Zebra
my account name is stupid
where do i go to disable them?much2much said:There is a No Movies option in the general Civ options.
thanks for the help
where do i go to disable them?much2much said:There is a No Movies option in the general Civ options.
Captin Zebra said:where do i go to disable them?
thanks for the help
I think what I like most about the early wars is that you never really know for sure how they'll turn out. I've had games where the Phoenicians took out the Hittites early in the game and others where the Hittites dominated the region for one example. It's also nice that sometimes it puts them at a disadvantage to go to war early and other times it helps.Pvblivs said:The AI is now very likeley to have an early war. This, for example, killed Hiram early on (I don't know who was it). Another war was in my area: Rome declared on Illyria. Tis war set back both significantly, both are medium size powers. The third war was between Argantonio and Viriatio and ended with a peace treaty as did the second one.
Pvblivs said:So far I'm very satisfied with the war choices of the AI. Interesting to report as well: I as Carthage have some civs who are annoyed with me from the beginning. That is Caesar, Mycenae (quite strange, I think) and some minor. Towards Rome almost everyone is annoyed. Towards the other few hardly anyone. Sounds good to me.
Pvblivs said:Last but not least I'd like to state that military is a good protection against greedy neighbours. This time I concentrated less on wonders and more on military and I've gotten a peaceful start.
Seven05 said:A lot of the current values, especially for "memory" effects are inappropriate for the various leaders. I'm working on a lot of those now and this is exactly the type of feedback I need, many thanks
Or, +1 happy from gold and/or silver and/or gems. Some benefit besides the weapons upgrade seems desirable, so that there is some motivation to build them in multiple cities, beyond the convenience of being close to a war front.Jet said:I think what I said before was suggesting moving one of the engineers to aqueduct, which was done (thanks!) Personally it seems like probably the best change would be to just remove the engineer from smithy.
Optionally you could then do other things to balance smithy, like remove one unhealth (but you want unhealth in general), or add a production bonus (but smithy is probably too early, since carpenter is also early), or make them required for heavy units.
sapon said:Hello,
I wanted to mention that the war weariness seems too high. I was attacked by a civ and immediately all of my large cities had 5 or 6 unhappiness due to war weariness. This seems excessive as I was attacked and not an agressor. I'm using 1.94 at Monarch, Epic with Republic as the government. Is this level of unhapiness intentional when not an agressor? Can anyone tell me if the war weariness can be modified and how?
Many Thanks
Pvblivs said:Hi,
just a little AI report from another game playing with Carthage so far until 700 BC:
The AI is now very likeley to have an early war. This, for example, killed Hiram early on (I don't know who was it). Another war was in my area: Rome declared on Illyria. Tis war set back both significantly, both are medium size powers. The third war was between Argantonio and Viriatio and ended with a peace treaty as did the second one.
So far I'm very satisfied with the war choices of the AI. Interesting to report as well: I as Carthage have some civs who are annoyed with me from the beginning. That is Caesar, Mycenae (quite strange, I think) and some minor. Towards Rome almost everyone is annoyed. Towards the other few hardly anyone. Sounds good to me.
Last but not least I'd like to state that military is a good protection against greedy neighbours. This time I concentrated less on wonders and more on military and I've gotten a peaceful start.
This evening or tomorrow more on the process of this game.
Waterloo said:Is it correct that my units could only achieve experience points up to 10/17 versus the barbs. Any further combat brought no change. Is further promotion only versus "regular" enemy units possible?
Waterloo
Thanks the AI is way more aggressive than in previous versions. Even Virato has a pair in this version. I agree that the engineers should only be able to build something akin to a workshop or design school.Seven05 said:On the engineer rush...
There are TONS of great people created in the course of a game, even at normal speed. Increasing the base value would make it too hard to get the first, perhaps increasing the rate of increase would be a good start but then that would make philisophical somewhat less potent. Maybe a slight increase to both would help reduce the total number you see in a game. LastWordz can attest to the insane number of wonders I can build while playing as Mycanae, very few of them taking more than one turn to complete.
With engineers specifically could we reduce the amount of production they contribute when "rushing" a building. At the current value they can build any wonder in one turn (any that I've tried anyway), so building wonders is all about getting great engineers and has nothing to do with production or access to bonuse that increase the speed of building wonders.
Why not have great engineers build a special building (like the scientist's academy) rather than complete another? It would go well with the scheme of things and if they could only build one per city it would help control the power of them without making them worthless. An example of their building could be a workshop that gives a production bonus of 10% for having access to each of the following resources: stone, marble, copper, tin, iron So, potentially you could receive a 50% bonus to production in that city.
Just some random thoughts. If you're only concerned with defeating the wonder rush you need to limit the number of great engineers or their effectiveness when rushing construction.