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Another thing is that this set of mods seems to give a considerable boost to the early game, perhaps making it easier to build up an army before you have a strong trade system. This should make things much easier on higher difficulty levels, where early expansion is crucial. I can't wait to try this mod.
I am aware of how much time you must sacrifice for updating mods.
However, if you ever find some time, polishing such as Civilipedia entries would be nice.
No pressure, just focus on the priorites : )
By descriptions are you referring to Civilopedia entries? That would certainly add some polish to the mod, unfortunately it isn't something that I can spare time on, it's hard enough to find time to make functional updates.
I just have a question, will you ever add descriptions to the cards? It would be nice to read about it.
Keep up the good work
Changed the LoadOrder for 6T mod compatibility plus a few bug fixes and tweaks.
I will check it later.
my main mods are the 6t core project
I'm not sure if there are any other incompatibilities so won't be making an update until I have time and inclination to give some thorough testing. In the mean time, you can change the Load Order yourself by editing "Improved Policies.modinfo" in the mod's local Steam workshop folder. Change the three instances of 12600 to 22600.
j_kovic - Thanks for the heads up on Bastions becoming obsolete too early, that is unintended. When I get back into working on modding again I'll come up with a fix.
Good point about Diplomatic League, it is one of those policies that a human tends to flip on for a couple of turns and cash in on a bunch of envoys. I'll have to give it some thought.
Thank you both for your feedback.
Couple of tweaks I would make:
- Bastions are obsolete after Public works. Your mod moves public works one era earlier, and you can't use production bonus for walls in Renaissance. This is only small grievance, but I would like you to know if this wasn't intended.
- Personal preference, but I don't like Diplomatic League, as it only helps human player game the system and get more out of envoys than AI. Harder part is to come up with something more interesting. Maybe food and production per envoy or something...?
The goal was to make a scout heavy start a viable option. Scouts will still fold when going against neighbor civs, but at least have a chance against barbs.
Professional Army, Retinues, Force Modernization are lines 59, 92, 93.
Steam ID for this mod is 2480104245
With those policies eliminated, upgrade costs are what they are. One doesn't need to waste energy plotting out the best timing to upgrade, just upgrade when needed. It's one less thing to be concerned with.
Unfortunately Extended Policy cards displays incorrect yield info. The various cards that boost yields in the Capital and in each relevant district, only show the yields from the Capital portion, ignoring the majority of the card's bonus which comes from each city's districts.
That being said, with the greatly simplified formula, it is much easier to have an idea on how much each card is likely to provide even without a display. Rather than some value based off of each district's adjacency and depending on which level of building is or isn't present, it's a simple flat value for each copy of a district in your empire, plus an extra for the Capital.