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@Rcoutme - This mod is not necessarily compatible with other mods. At this time I am no longer supporting it.
If I am going to make an additional fix to this mod, I would address the obvious issue with the Neolithic Kilns only being buildable by the human player, making it a sort of "cheat wonder". I also find the free granary boost it gives boring and maybe a bit OP.
Was not even sure if the VP version was still working or not (considering its being updated all the time and a single update to the ancient tech tree would torpedo my mod). But by the looks of it, people are still using it. I have not played VP in a while, so if time permits I will get to adapting this update for VP.
Btw has anyone ever been beat by the AI regarding the Neolithic Kilns? I think there might be an issue with them never buidling it.
Thanks for the postivie feedback; its always encouraging to hear. I have not worked on this mod for over a year until my now recent update. I will hopefully add a few small things (touchups) in a future release.
So this was the revision of the Ancient Era. Moreover, it needs more tech particularly the Growing (tech) and Manuring.
I hope that the next era that needs to be revised and rebalanced is the Classical Era. Classical Era needs more techs particularly Butchery, Thermae, Handicrafts, Processing, Processions and Chain of Command.
These technologies are from Forge of Empires by Innogames.
The latest version has all AI free techs removed, at least until I can figure out how to add more restrictions to buliding the Knossos wonder.
5/5 for 25 points feels fine after several plays. They are not OP, but quite useful in the early game.
During my initial testing, I found that having too high numbers on the axemen made them OP. I didn't like that they were being used to defend camps though (not sure if they still are). Keep me posted on how your solution works for you in the long run.
But got some, as I think, balance problem - stone axeman 4 ranged strength.
Design convention for 1 hex range units in civ v is ranged str = combat str both for convenience as well as for not widely known feature that ranged vs ranged combat resolves around comparison of ranged str. At present state axemans are extremely vulnerable to archers, who are in general best units at the time. In my games it leads to AI spamming them which totally ruins his early combat capabilities.
Quick and dirty fix will be to make them 5/5 and upgradable to archers.
Better one, I think, is to go for Hand-axe - Compbowmen balance level.
So CB costs 75 hammers, got 11 ranged str, 7 combat; hand-axe cost 56, 9/9 str.
Archer costs 40, 7/5 => stone axe 30 hammers (40 * 56/75 = 29.9), 6 ranged (7 * 9 / 11 = 5.7), 6 combat (5 * 9 / 7 = 6.4).
With such stats it'll be quite usable during the whole era, making choice between available units interesting.
I don't know, if i am doing something wrong, but if i read the description the right way, i should be able to build the caves near ivory and deer too.
Sorry for the inconvinience,
Greets, R3it3r
Yeah I always felt wonders were just too close to the start. Play on higher difficulties and you have to beeline the wonder tech and sacrifice making improvements just to have a chance to compelte them.
@Vertisea
Good to hear thart you find it not too stretched and boring; I still feel that agriculture and particularly pottery could use a bit of extra buildings / perks. As for the AI, they get techs as starting techs (they dont' have to research them) just like in Vanilla. If you see the last part of the description on this page, the techs in brackets represent what the AI used to have, and the list underneath them describes what they get in this mod.
Btw regarding my previous comment; I tried Civ6 - it was garbage; after 70 plus hours on record I finally gave up and trashed it.
I have also been looking to adding a Kiln building ( https://en.wikipedia.org/wiki/Kiln ) or a potters wheel building ( https://en.wikipedia.org/wiki/Potter%27s_wheel ) or even the Five Great Kilns ( https://en.wikipedia.org/wiki/Five_Great_Kilns ) as a national (have a Kiln in every city) or world wonder.
Still in the brainstorming phase of all of this :)
@cavalier - I have not added the naval production bonus to the carpenter building as promised. This is because there is no inherent naval production attribute to the buildings table. Other mods have achieved this though, so I will look into how they did it and hopefully integrate it into my next update.
The challenge is always to make sure changes add more to the game but are also are realistic. Your suggestion hit the mark on both, since its historically accurate but also because because I still find work boats too expensive.
That said according to the article it was mainly "woodworkers" that contributed to ship building. I don't know if carpenters was set apart from ship building woodwokers. If that was the case I can always create a separate naval boosting building available with woodworking.
I do recognize your point, however considering the tech tree layout I feel its better to avoid linking it to saling. I'm glad you are enjoying the mod - do come up with more input should you feel there is something missing (particularly buildings) that could be added to the more empty techs (agriculture, pottery, woodworking).
Just added the Fish Traps building btw. I'll add the palisade next (woodworking).
I'll be doing small incremental updates from now on rather than bigger updates like the last time.
DELETE FROM Civilization_FreeTechs WHERE TechType = 'TECH_AGRICULTURE';
Just to let you guys know i'm gonna be publishing the new update I mentioned in my previous post, hopefully inside of a week.
https://www.google.se/search?q=lascaux+caves&biw=1536&bih=758&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiCpse2yrzOAhWBNCwKHQgYBokQ_AUIBigB&dpr=1.25