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Athaboros posted:
Any chance you could swap this for Historical Religions Complete? Or, if I have Complete in my regular mods folder, can I just delete Historical Religions Edit from your pack?
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# ? Apr 25, 2015 16:18 |
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# ? May 28, 2024 13:53 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=431253630
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# ? Apr 25, 2015 17:10 |
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Peas and Rice posted:Any chance you could swap this for Historical Religions Complete? Or, if I have Complete in my regular mods folder, can I just delete Historical Religions Edit from your pack? A replacement won't work with this mod, it messes around too much with the game's guts. I could make a new pack though. But maybe I will wait until the ~~Civ5 monetized workshop~~ becomes real. (Nah, I'll see what I can do.) edit: It's a lot faster now than it used to be to get these together. Here's the link to the alternate version: http://www.mediafire.com/download/7etfalpm4f22qk5/QoL_Modpack_v5a.zip From the readme: pre:MODS INCLUDED: - Antiquity Sites Icon Finder (v.1): allows filtering the resources view to show only antiquities - Civ-Linked Great Generals (v.7): adds new great general names based on owner's civilization - Dynamic Culture Overview (v.6): reads culture from included mods (by request) - Expanded Civilopedia Entries (v.34): fixes typos and outdated information, explains mechanics - Faster Aircraft Animations (v.3): don't have to wait forever for planes to move - Gibraltar, Reef, and Krakatoa Fixes (v. 101): Fixes feature placement/bugs for these tiles - Historical Religions Complete (v.20): adds many new choices for religions, and new prophet names - InfoAddict (v.22): adds interface elements that provide more information to the player - Krajzen's Great Musicians Pack (v.1): adds new great works of music for flavor - More Great Works (v.3): adds many new artist and writer great works - Quick Turns (v.10): automatically skips AI unit movement/combat based on player-set criteria - R.E.D. Modpack (v.28 unofficial): adds flavor graphics and rescales units based on civ - R.E.D. Smaller Landmarks (v.5): makes buildings/improvements scale relative to units - Unique Cultural Influnece (v.4): makes culture influence messages different by civ Athaboros fucked around with this message at 18:30 on Apr 25, 2015 |
# ? Apr 25, 2015 17:42 |
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Athaboros posted:- Historical Religions Complete (v.20): adds many new choices for religions, and new prophet names loving awesome, thank you!
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# ? Apr 25, 2015 20:18 |
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Peas and Rice posted:loving awesome, thank you! As this was compiling I started a duel game as India on a Pangaea vs. Assyria. This game is fun, how have I not actually played in so long?
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# ? Apr 25, 2015 21:12 |
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What, no unhappiness from building it?
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# ? Apr 25, 2015 21:32 |
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Kyte posted:What, no unhappiness from building it? This implies that Valve actually regrets what they've done. This is representing you being Valve at the top of the dosh mountain, not you being a lowly modder getting your paltry 25% share and being thankful you even got that. Edit: If this hits the Civ 5 workshop (and it probably will), I retire from modding.
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# ? Apr 25, 2015 22:14 |
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Forget Civ monetized workshop; just imagine the shitshow that will occur if you allow Cities: Skylines and the old Simtropolis community the ability to charge for content. And all the dependencies that entails.
PoizenJam fucked around with this message at 07:38 on Apr 26, 2015 |
# ? Apr 26, 2015 07:35 |
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Camel Archers are out of goddamn control. Arabia just became one of my favorite civs, I never realized how stupidly powerful their seemingly unremarkable UU was. I looked at camel archers, saw that they replaced knights and sorta wrote them off as 'not worth it.' The knight is a really useful melee unit and all, but holy poo poo camel archers are powerhouses. Archer units being the bread-and-butter of early- to mid-game wars, 2-tile ranged units that can move and attack on the same turn are really useful. But camel archers have higher ranged combat strength than crossbowmen, kind of a big deal. They cost as many hammers as crossbowmen but you can get the stable production bonus when building. They can move 4 tiles. They have a melee combat strength of 17. They can move after firing. Not only do camel archers not require protecting, their melee strength is so high they serve as the protection for blocking melee units trying to get to your siege units. They can move onto a mountain tile and shoot on the same turn. Hell you can even pillage a tile, capture a worker, and attack all on the same turn, it's amazing. The 'move after firing' ability is what puts camel archers on a whole different level: You can attack and back off, or move forward so another unit can enter that tile and attack as well. What other civs have secretely amazing UU/UBs? I know Rome's UU can build roads so that's... something.
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# ? Apr 26, 2015 10:00 |
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Sanctum posted:Camel Archers are out of goddamn control. Arabia just became one of my favorite civs, I never realized how stupidly powerful their seemingly unremarkable UU was. Mongolia's Keshiks are amazing, and it's not a secret. The ability to move after firing is extremely powerful, especially against the AI which doesn't understand how to counter it. The Keshik is better because it doesn't have a penalty for attacking cities and gains experience faster, so you will very quickly be rolling the entire world with your giant stack of invincible Keshiks.
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# ? Apr 26, 2015 10:26 |
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The only weakness keshiks (and camel archers) have is that you still need a melee unit to take a city. Also I'm pretty certain that camel archers don't get the stables bonus, since they're classified as archery units, like keshiks.
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# ? Apr 26, 2015 10:28 |
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You can just bring a horseman or two to take the cities, they have enough speed to keep up.
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# ? Apr 26, 2015 10:57 |
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Sanctum posted:What other civs have secretely amazing UU/UBs? I know Rome's UU can build roads so that's... something. This isn't quite a UU, but Denmark's siege units are quite good against coastal or near-coastal cities - they have 3 move while embarked and don't lose move when disembarking, so it's possible to start in water 3 tiles from a city, move one tile closer (disembarking in the process), set up, and fire all in the same turn. EDIT: The Aztec Jaguars and Polynesian Maori Warriors are also quite good if you can upgrade them to longsword or higher, since all their uniqueness is in special promotions that they retain while upgrading. Riflemen that can heal on kill or give -10% power to enemy units are quite powerful. Glidergun fucked around with this message at 11:45 on Apr 26, 2015 |
# ? Apr 26, 2015 11:25 |
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China's Chu-ko-nu and both of Englands uniques are incredible (earliest range 3 unit, extremely high strength frigate compared to the base unit). The Hun battering ram and Assyrian siege tower make early-game city-taking easy, with the drawback that you're stuck with a courthouse-requiring city that the AI positioned at a time when happiness is extremely tight. I love a start as Aztecs where you build three extra Jaguars right off the bat, take the first policy in Honour, then run your Jaguars around in pairs exploring everything, finding all the huts and city-states, and killing every barbarian in the world for easy culture and city-state love. It's probably one of the "safest" starts I can think of, since you get a strong army to discourage war declaration, barbarians are reward pinatas that never get near your land to pillage it, and you have very strong exploration so you shouldn't be surprised by anything. Put all the free culture in Tradition, of course. If you play with my "rebalanced warfare" mod (which makes all siege units range 3 and all melee infantry get the "siege" promotion) then Rome's Legion/Ballista combination is an absolute beast. (this is extra-secret since it requires a mod) Gort fucked around with this message at 11:54 on Apr 26, 2015 |
# ? Apr 26, 2015 11:51 |
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Trying out a new King difficulty game of civilization, and I've been having an absurdly good start as the Shonshone. Not only have I gotten a bunch of ruins, but I have no less than two different natural wonders (Uluru and Cerro di Potosi) in settler range! I'm conflicted though, because one of the natural wonders is in a spot that isn't very great as a city location otherwise. I'd like to pick up Uluru, but I'm not sure which spot here would be a good place to plop down the city. I'm conflicted over which hex would be better long term for a city in the area; should I settle on the coast in order to get the Fish, or should I go further inland to get the farmable plains? Obviously once Petra is available the city will become amazing, but that's not coming for a while now. I'd like to put some more thought into my decisions now that I'm playing on higher difficulties, after all.
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# ? Apr 26, 2015 13:24 |
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You should absolutely settle on the coast - fish tiles are really good once you get a lighthouse up. I would probably settle north-west of the sheep. West of the sheep gets you the stone tile, but lots of rather naff water tiles (I assume), while north-west puts you much closer to Uluru (which you should probably buy the tile of with gold the moment the city is settled) and gives you those plains tiles. I would follow this up by locking the new city to always be working Uluru, and get the natural wonders pantheon. I also wouldn't take Petra into account when building cities - with early wonders on high difficulties you should always assume you'll be beaten to it.
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# ? Apr 26, 2015 13:36 |
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I'd settle two tiles west of Uluru, next to the mountain/jungle. You're Shoshone, so you'll end up with 2, maybe 3 fish in your border just from the initial border pop. It nets you Uluru, Cotton, 5 desert hills and 3 fish tiles. If you beeline Petra, the city will be a powerhouse and even without it, thanks to you playing Shoshone, it'll have enough food to sustain decent growth. The big problem with most Petra locations is getting them up and running, but that spot shouldn't have any trouble.
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# ? Apr 26, 2015 13:37 |
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I’d probably settle two tiles west of Uluru. You want to be on the coast for those fish and the opportunity to send and receive cargo ships. You’ll get a lot more food that way than by farming plains. Settling inland mostly gets you more unworkable mountains anyway. That spot gets you mountain adjacency so you can build an observatory and also cotton. It also nets the maximum number of tiles for Petra. Northwest of stone isn’t bad either. You lose the mountain, cotton, and one fish, but gain marble and two pearls. I’d normally advise against it on the grounds you’d have to purchase too many tiles, but you’re Shoshone so that’s a non‐issue. Petra is more attainable form that spot for multiple reasons: it’s settled on a hill, it has access to marble for the 15% production boost to ancient and classical wonders, and you can work the stone and marble, which are good tiles. Either way, if I were going for Petra, I wouldn’t detour for sailing, even if it hurt my empire’s happiness. Settle the city ASAP, start building a granary, send it a food caravan from your capital, and get a worker started on improving its tiles. Petra can be achieved in an expand on king, but you have to work for it and have a bit of luck. Platystemon fucked around with this message at 13:50 on Apr 26, 2015 |
# ? Apr 26, 2015 13:47 |
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Thanks for the advice. I decided to take Playstemon's tip and settled north-west of the stone, and it's worked out pretty well so far. Managed to snag Petra by rushing currency and building as many production improvements as possible. Now it's a pretty good city with a whole lot of production, and I'll probably use it as my main place to build wonders from.
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# ? Apr 26, 2015 15:02 |
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Hey there folks. I don't usually play with mods (despite having 433 hours played) but THIS one reminded me a lot of good ol' mods like Rhyse and Fall for Civ4. http://www.annodomini.org.uk/ The guy is about to make an update in like 2 weeks, I hope you try it and enjoy it as much as I do.
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# ? Apr 26, 2015 20:33 |
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Vicevirtuoso posted:This implies that Valve actually regrets what they've done. Yeah you're Valve and your population is the lowly modders, therefore you get the dosh and they get the unhappiness.
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# ? Apr 26, 2015 22:22 |
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turboraton posted:Hey there folks. I don't usually play with mods (despite having 433 hours played) but THIS one reminded me a lot of good ol' mods like Rhyse and Fall for Civ4. http://www.annodomini.org.uk/ Interesting. What are the win conditions like in that mod? I couldn't find anything about victory on that site.
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# ? Apr 26, 2015 23:03 |
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Chamale posted:Interesting. What are the win conditions like in that mod? I couldn't find anything about victory on that site. Same as Civ5 BNW. Diplomatic victory and Science are not working right now and the creator is fixing them on the next patch. But by all means you should try it out to get the feeling of the game, I have high hopes for it and have helped bugtest some.
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# ? Apr 27, 2015 00:18 |
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turboraton posted:Hey there folks. I don't usually play with mods (despite having 433 hours played) but THIS one reminded me a lot of good ol' mods like Rhyse and Fall for Civ4. http://www.annodomini.org.uk/ Seems fun, I'll definitely give it a try when it's out. Post here and let us know when it is!
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# ? Apr 27, 2015 02:02 |
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What map/game settings do you guys usually play on? I tend to stick with continents or pangaea. Fractal maps are a hideous disaster. Every time I play on 'continents plus' I get put on a huge continent with 5 other civs and not a single land-locked city state, which sorta sucks since that extra happiness is especially hard to make up for. The barbs, unchecked by any city-states, cause lots of trouble which consequently fucks over the AI. They're more of an annoyance to me. For resources I always do legendary start or strategic balance. Wish the strategic balance applied to coal as well. No matter how much land I control the game always forces me to do some gimmicky poo poo with a great general or declare war just to take a city so I can get one stupid tile. If we have to have something as powerful as ideologies dependent on some strategic resource, at least make it available in limited amounts to every civ. I just tried standard resources again, not a fan of how unequal the resource placement are. I got an amazing start (plains river w/ 2 salt + wheat) and I was able to move and settle on turn 2 so it's coastal with an adjacent mountain. My two neighbors have such lovely capitals I don't even want to capture the 2nd one unless they build some great wonder. Meanwhile Dido is snowballing out of control unchecked, with a godly capital: No clue how I am going to take Carthage aside from waiting until astronomy.
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# ? Apr 27, 2015 10:05 |
Sanctum posted:What map/game settings do you guys usually play on? I love Small Continents with Low Oceans, and I think it was the recommended one for the thread for awhile. You get seas shallow enough to explore the whole world before the Medieval, yet wide enough that Astronomy is still worth it, to shorten and expand your trade routes. It's got enough land for you to wage a proper war and expand for a ton of resources, and there's a nice mix of continental and island CS.
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# ? Apr 27, 2015 12:11 |
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Sanctum posted:For resources I always do legendary start or strategic balance. Wish the strategic balance applied to coal as well. No matter how much land I control the game always forces me to do some gimmicky poo poo with a great general or declare war just to take a city so I can get one stupid tile. If we have to have something as powerful as ideologies dependent on some strategic resource, at least make it available in limited amounts to every civ. The factory approach to getting an ideology doesn't actually get you ideologies that much faster than doing it via techs. You have to get the factory tech, then improve a tile with coal and add it to your network, then build three factories -- and usually in my games I only have two cities that can really build things quickly so the third one always takes awhile (unless I have the 1k gold sitting around to rush it). Teching towards Radio only takes a little longer than that process, and of course you can use Great Scientists to hasten that process without limit, if you have them.
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# ? Apr 27, 2015 15:38 |
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Sanctum posted:What map/game settings do you guys usually play on? I've found I enjoy Quick/Small/Pangaea the most. I used to like normal/normal/Inland Sea but eventually came to feel that the map size made war feel like an unpleasant grind.
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# ? Apr 27, 2015 15:45 |
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Normal/Large/Some variant of Continents I just can't see Civ5 without continents playing as well.
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# ? Apr 27, 2015 15:49 |
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Archipelago with Low sea level. Makes lots of good-sized island chunks.
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# ? Apr 27, 2015 16:03 |
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I tend to use the Communitas map script a lot and fiddle around with the options. It's got some nice features and usually generates some pretty nice maps.
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# ? Apr 27, 2015 16:17 |
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Small/Standard Communitas. I just really like how the map generator can actually generate interesting looking mountain ranges, gulfs, inland seas, and a reasonable approximation of climate. Communitas makes the game a bit easier vs. computers, but arguably harder military movement. Both of this is due to terrain features and abundance of rivers. PoizenJam fucked around with this message at 20:56 on Apr 27, 2015 |
# ? Apr 27, 2015 20:53 |
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Chamale posted:Mongolia's Keshiks are amazing, and it's not a secret. The ability to move after firing is extremely powerful, especially against the AI which doesn't understand how to counter it. The Keshik is better because it doesn't have a penalty for attacking cities and gains experience faster, so you will very quickly be rolling the entire world with your giant stack of invincible Keshiks.
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# ? Apr 27, 2015 21:00 |
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Regarding game settings I always play on random map. Currently I'm gunning for the Ottoman win with 8 players on Immortal. So far all of my runs have been me crushing 1 or 2 chumps and then having the whole world at my throat. Seems accurate!
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# ? Apr 27, 2015 22:37 |
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I usually use Fractal and usually like the results
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# ? Apr 28, 2015 00:51 |
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I love Earth maps, and my favorite is Accurate Earth with 22 civs. Lately I've been playing a lot of hotseat with my friend, on Continents Plus. I'll try to convince him to do an Earth map game sometime.
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# ? Apr 28, 2015 01:05 |
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I like Small Continents Plus ever since I fixed the algorithm for city-state position. Archipelago is really fun too
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# ? Apr 28, 2015 01:18 |
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I like the Continents-Plus and Pangaea-Plus maps since they give you more room, but they put the City States so far out of the way that any civilization with city state bonuses kind of gets boned. Fractal is good, but any of the island/archipelago maps ends up turning into a naval war that the AI just can't handle. I want to try out the Communitas map, I just have to figure out how to use it in multiplayer.
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# ? Apr 28, 2015 01:34 |
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It's simple, just make sure both players have the Communitas.lua placed in their Map folder! And make sure you're both using the same version.
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# ? Apr 28, 2015 01:43 |
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# ? May 28, 2024 13:53 |
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Kaal posted:I like the Continents-Plus and Pangaea-Plus maps since they give you more room, but they put the City States so far out of the way that any civilization with city state bonuses kind of gets boned. Fractal is good, but any of the island/archipelago maps ends up turning into a naval war that the AI just can't handle. I want to try out the Communitas map, I just have to figure out how to use it in multiplayer. the -Plus map scripts can be modified to avoid that garbage but i forget how
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# ? Apr 28, 2015 02:47 |