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2. no
3. no
These are all core mechanics of the game.
Play it as-is, or play something else.
~~~~
1. Plan your city(ies) better. That's the game.
Hence, in every thread I write, I suggest that you pan out (on turn 1!!!), deep-think,
envision your finished city at 2x10 tiles, and plan it all out in advance.
That's how I do it.
2. Develop your economy more efficiently. That's the game, in any 4X.
Science techs should always take ~5 turns each to research.
This holds true from turn 1 in Era I, through turn 130 in Era V.
If you ever fall below that pace, you're being inefficient.
Fix that by playing better, not by modding.
Remember, in MP, the true solution is that a more efficient player beats you,
like Michigan beats Coastal Carolina.
Repeat a few thousand times, until you get tired of losing.
Then you either become Michigan yourself, or leave for a different game.
Open competition is the most ruthless optimizer.
3. Reinforcements control is the tactical game.
Cav exist so that you can sack enemy reinforcement flags fast, jamming theirs.
Healers exist so that your half-dead cav can rotate back and not-die.
Goons exist to kill enemy cav 1:1, so that they can't sack your flags.
At high levels, you will fight 6+6 vs. their 6+6, and then 8+8+1 vs. their 8+8 + Fotios.
You will jam their flags, and you will prevent them from jamming yours.
Then you swarm them with 4 + 4 + 4 = +12 reinforcements in 3 rounds,
while they get 2 + 0 + 0 = +2. Then you're fighting 20 vs 10, and you win.
It's totally unfair in your favor, if you're good enough to go get it, and use it properly.
~~~~
Core mechanics like this aren't even visible in the modding interface.
So mods at this depth aren't possible.
Beat it as-is. That's what we all did, back when it was a hot game.
Use the city you have captured or build a new one yourself with blackjack and the other perks it's missing. You are now being tested to see if the gud you are has the motivation to work with what you have.
Science? Really? The one piece of the fidsi puzzle that every other resource funnels back into it, including itself? Food allows you to gain more people to work science, Industry allows you to build the more expensive science buildings, Dust can be funneled into stockpiles and heros to massively increase science, Science lets you research the latest science buildings/tech while Influence gives numerous options both obvious and subtle to increase science gains. Honestly now, there are dozens of ways to collect science in large quantities so put some effort in.
Did you miss the tooltips or something? Between several hero skills and a few research techs you can get extra reinforcement zones.
2 and 3 are definitively moddable, but are core features, nothing to do with QoL.
I would consider 1 as an option, specially on conquered cities with disticts you may reorder, or to clean up some building mistakes. If de-constructing a burrow costs you some industry, why not. But replacing special ones... that would be a bit too drastic.
Science is OK as it is. Is part of the game, thinking what to skip and what to research, and when, as cost increases.
Reinforcements as they are are key to battles. You have the option to double reinforcements, from 2 to 4, Support heroes have Keen Observer to get more reinforcements, Infantry heroes have Rallying Call, just invest and reinforce with those hero types if you want more reinforcements per turn.
3 is because the game's combat is clunky, and stuffing a load of units on the map would make it a godawful mess.
2 should be adjustable, as most 4x games are.
1 is part of the dumb, lobotomised AI, and the lack of user features. The AI has no idea how to build boroughs, and slaps them down piecemeal.
Asking for a mod for these 3 things and getting l2p responses is hilarious. The game's AI is so limited that it's pretty easy to trounce them. A few QOL changes like this isn't gonna do much beyond give a guy what he asked for...