j_mie6
Deity
doesn't affect speed much at all... Especially since the callback only happens when you can found a religion.
I will look into it when I have time. Should it be that once a civ owns a holycity it can't found another religion?
Just discovered Steel. Apparently I can build 2 Ironworks.
6 turns later, I have 2 Ironworks (in different cities). Is it intended?
While I am still playing .86, and you said you did change something about corporations, I'd like to point out that, compared to the medieval Guilds, modern Corps feel quite underpowered... and, how come Guilds get a Guild building as well, and Corps don't?
Right off the bat I remember AND had a Townclock with Clockworks, gave +10%(or +15%, can't remember), with some extra maintenance, but honestly through Renessaince I was more busy cranking out privateers and guild masters, and the rest of the cities were just Wealthing to keep me researching (I had a nice income by this time though).
Also, I wonder if the +5%per unit in play is scalable with map size?
Your VIP mod is very nice. I am liking most of the changes. I can confirm that it does definitely work in multiplayer. I haven't seen one OOS error yet, nor have I crashed. Which is wonderful!![]()
The graphics are much better now. The 10000 BC start is great. The maps are larger than normal. We had to drop down to Small with your new Epic speed.
I noticed the unit changes. Some were enhanced fairly. A few, possibly a bit too much, IMHO.
The Greek Phalanx is decent now. The Immortals are more expensive, so Persia slaughtering everyone so early won't happen as often. I remember a friend conquering 3 empires before he had to think about upgrading them.
The dog solder is a killer unit now. It going from -1str from the base, to +1 and keeping it's +100% vs melee and resourseless will surprise some. Base str was probably enough, considering it's other advantages. The same for the Jaguar. To increase it 1 is a fair change. To increase it by 2 makes it very dangerous, considering it is a resourseless UU.
I'm not sure why Native American got an IND leader. Is there a wonder here in America that I missed? I mean, the Maya built Chichen Itza, so I could see them instead.
Losing city placement at range 3 took me by surprise. I never expected anyone to mess with that.
Harbors get a Trade Route and Fetorias get built earlier, though they were weakened, strangely.
Babylonia's UB lost a health, England's UB lost 5%, but Explorers can be upgraded to balloons now. That is an improvement. I like that castles generate 1 GPP. They needed to be made more intisive to be built more often. Now they have so many bonuses, that they should be built.
I miss the zoom capability from other mods.
I don't like that some of the options are not showing up, when I create a new game using a VIP map.
I usually turn vassals off, but that is not available.
I usually leave huts on and they are on, but others might want them off.
I usually turn random events off, but have no option there either.
Otherwise, the VIP Global Highlands map is awesome.
There are certain techs that are suppose to give us a Great person. On 3 occasions already it hasn't appeared (twice for the GM in 'Trade', once for the GE in 'Metal Casting'). The AIs tend to be ahead of me on my new learning curve, so I suppose they could have beaten me to them each time.
I would definitely recommend the VIP mod to anyone.
The K-mod crashed a few times on me or the 2nd computer here. For the VIP mod, so far so good.![]()
Sorry, if I rambled here. I should have listed pros and cons in the VIP thread. Others probably have already, to some extent.
EDIT: Losing city placement at range 3 took me by surprise.
This I noticed, but simply went and flagged them "1" in the GameOptionInfo xml.I don't like that some of the options are not showing up, when I create a new game using a VIP map.
I usually turn vassals off, but that is not available.
I usually leave huts on and they are on, but others might want them off.
I usually turn random events off, but have no option there either.
What's this about?Losing city placement at range 3 ...
simple solution. Implement range 2 by default and in the cannotFoundCity callback if the player is AI only allow if in range 3. Not a bad callback either (not as bad as onUnitMove)