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This mod started as an attempt to model "realistic" growth in the social engineering choices. Unfortunately the "realism" didn't survive the cold, harsh reality of game mechanics, nor the AI's fixation on GROWTH as a choice. For instance Green used to have a GROWTH penalty, but the AI would not choose it, even in the original unmodded game! Only if the AI had learned how to make Locusts of Chiron would it finally accept the penalties of Green, and that was way too late in the game to be acceptable for an AI faction. To work around this, I made Green not have any penalties. To try to balance this "free lunch", I minimized the number of bonuses it gets.
MY 2165. I complete the last Punishment Sphere. I've made lots of Sea Formers in an effort to boost my population. However, 3+ food and Aquafarm are now given by E3 Centauri Genetics and I don't have it. ...I don't have an offensive weapon yet, and to my knowledge, neither does anyone else.
Good to see you again!
You may be happy to know that I seriously beat the crap out of someone on /r/4Xgaming recently, on the subject of removing the anti-Christian stuff. Guy was going on about what a malevolent travesty I'd committed and how I hadn't "disclosed" what I did. Which is false. I declared it in when I posted the versions that had the changes, and I took plenty of guff when I did so. And it's all in my design notes, on both my web page and the readme_mod.txt. People have to actually read it, if they want to know all the stuff I changed. The guy acted like taking away anti-Christian stuff, was the first and foremost thing I personally owed him, as to how I advertize and promote my work. He even went as far as to say I should rename my mod, to be the "Narrative Change Experiment" mod or some such. Like he was on my naming committee 15 months ago! Whatever. Well that argument is long since over, it's just the sort of thing that happens from time to tim
You are the semi-anonymous celebrity who was instrumental in the basic change of tone. And I think generalizing to "Extremist" is the logical conclusion of that change of tone. Lal, the Caretakers, the Usurpers, the Spartans, the Free Drones, the Data Angels, the Gaians, and the Pirates are all capable of being Extremist, and not a single one of them is religious.
The Politics and Economics choices are deliberately low impact. I want the players to have to deal with the early to mid game without any big governmental boosts. That seems to be working. I find that some factions do eventually choose Extremist, liking to combine it with Power to get +3 SUPPORT. That's free units up to the base size. Can be a rational plan if you intend to overrun everything with high MORALE troops.
I'm playing another test game as the Free Drones. I expanded like crazy on ok land with a lot of Nutrient bonuses. The Caretakers are equivalent to me and started on the Monsoon Jungle. Other factions are mediocre to pathetic. I think the combo of +1 INDUSTRY and going to size 3 without Drone Riots may be overpowered. When the AI is playing them, they do a Build, Conquer focus now, and they seem to be mostly wiping out the whole map that way. They did it to the University in the last game I played, totally crushing them. The University just can't stand up to that. Granted, that was a big land mass game, which I think favors the Free Drones.