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after conquering europe as france my science and culture dropped by -65% due to many cities(-15%extra due to low happyness), which i thought was way too much, well i sold them back to their previous owners and got back to -40% and happy citizens which is kinda acceptable.
this got me thinking, normally european powers are fucked due to cramped space, compared to african, asian or american superpowers who have all the room. now you can easily out research these big civs, conquer them, resell them and conquer the next poor civ. you surely cant win a domination victory that way, but that would be pretty boring anyways due to how many capitals youd need to conquer :D
but weakening the enemy, and giving yourself nice boosts while going for any other victory is good enough for me
Thank you so much for removing the restriction of research buildings
!!! you are awesome!
- Added compatibility for version 2.0 (Gathering Storm).
- All major civs get a research modifier that is decreasing the research output in cities with increasing amount of cities.
- All major civs get a Great Person Points modifier that is decreasing the GP Points output in cities with increasing amount of cities.
- Removed restriction of research buildings per empire
- Changed the research modifiers for researches of the past/future eras.
- Doubled war weariness decay at peace time to avoid having long lasting war weariness in late eras.
- Fort and Roman Fort Improvements now grant +1 housing.
- Increased melee combat of scythian horse archers by +5.
However, I still have to test my new balancing, so you need to be a little bit patient until the next update.
Limited amount of Science and Culture Buildings: Every Civ can have only 5 Universities (or Madrasas), Research Labs, Amphitheaters, Museums and Broad Cast Towers (or Film Studios) at max in their whole Empire. Additional buildings cannot be build or they will be destroyed when capturing a City.
Only Monuments and Libraries can be build without any limits.
However, it is possible to make the AI declare war on others by using Lua scripts. So maybe one day I will create an AI modification that allows the AI to make more intelligent war declarations.
However, I should note that my mod gives city state units a big combat strength bonus while they are near a city centre. So using Stop Steamrolling City States could make them a little bit too powerful, but if you dont mind this you can combine it with my mod.
AirPower:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1386554385
X3 All in One:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871989946
Stop Steamrolling City States (thought that this provided walls but it does not):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=899802490
1) I strongly believe both mods are compatible. They game should not have any problems if a ctiy gets free walls more than once. Still I wonder which mod you use. I could take a look at it.
2) I am also using a mod that slows down research speed and I never had any issues with this mod. It should be fine.
3) Of course this works with all AI-mods, because this is just a gameplay-mod. This mod does not change any AI behavior. So you can use it with mods like AI+.
Few questions:
1) I have another mod that give city states walls. Is this compat ible or suggested to use with this mod?
2) I play on super slow research speeds (modded much slower than marathon). Do you see any problems with that and this mod?
3) Does this owrk with AI mods like AI+
- Great Generals now do not grant any movement bonus.
- Plunder amount of government districts reduced from 50 to 25 Culture.
- Experience for capturing cities reduce to 10 (instead of 20).
If you want to change the range you have to open the Units.xml file, search for submarine units and change the value of their range (I guess it is someting like range="2" that needs to be changed).
If you want to avoid that your changes get overriden by an update you should create your own mod with the mod buddy tool and then change the unit range with the <Update> command.
Maybe you are using other mods causing a different AI behavior. I am using AI+.
trust me. if you've ever played an AI game with a religion(which you will),you have most likely experianced the rage inducing apostle spam they send to your cities. it dosnt matter if you're allied with a defencive pact or at war. they've done it.
In my test games City States often are not strong enough to conquer cities of Major AI Civs, because Major Civs have tons of Units on Demi-God difficulty (I use the Smoother Difficulty Mod). Of course on lower difficulties like Emperor Major Civs will have more problems, because they get less Units.
I was considering to give City States only a Combat Bonus if they are on friendly territory. But because of the small territories of City States this could make them too weak on high difficulties. So it is actually quite hard to balance this mod for different game difficulties.
Because of this I have removed the strength bonus to city state units.
"The Cost Increase for Settlers is now much higher to avoid rapid human City Spamming before getting the Early Empire Civic."
So now it really makes sense to get Early Empire before you found your third City. Until then you can try to secure your settling places with military units.