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I noticed also that Satori does not have headquarters in that savegame. Did you play this game with auto_relocate_hq enabled?
And what do you mean by Civ:BE vibe???
In earlier version we had a special discount factor for the first 10 techs but it was removed even though it somewhat approximates vanilla behaviour. It's better not to have mechanics that promote tech beelining or similar minmaxing techniques.
> Tried eco_damage_fix=1, no one global warming in two games even with 1, 1 numerator/denominator for frequency in alphax.txtJust remember that vanilla gives AI bases a big reduction in eco damage. Also, eco_damage_fix removes a stupid mechanic where players have to wait for the first fungal pop before tree farms reduce eco damage. These two things produce somewhat opposite results but it's possible that, on the aggregate, the new tree farm mechanic outweighs the increased base eco damage being generated by the AI bases.
PRACX is not required for anything actually, but if you want those extra GUI features that are not yet merged in Thinker then you need to install it separately after you've unzipped Thinker files to the game folder.
> I'm afraid some bug is hiding here. Do fungal pops with eco_damage_fix=1 contribute to global warming?... Not sure what kind of possible bug you are alluding to here.
> From playing Civ:BE I remember depressing feeling of first tier techs indicating tens of turns to reach. Fortunately, this is ameliorated (in Civ:BE) by research found in pods.Maybe tech costs for tier 1 and (tier 2 partially) should be slightly decreased?
Maybe tech costs for tier 1 and (tier 2 partially) should be slightly decreased?