Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
7. Forming Corp has been moved to Military Training Civic
8. Forming Army has been moved to Mercenaries Civic
For me it looks like
<UpdateDatabase id="NewAction">
<Properties>
<LoadOrder>220</LoadOrder>
</Properties>
<File>Move_Techs.sql</File>
</UpdateDatabase>
Obviously different leaders are wildly unbalanced, but that's its own major project akin to what Anno Domini was trying to do.
I really appreciate this mod, unlike Civ V there aren't many medieval/fantasy mods out there. This is a great bit of support to anyone making a medieval game.
Could be made more challenging. Like highest Wall-Level gives +1 range for citycenters attack and for ranged Garrisons attack, as well as the camp. That would make just pulling up with trebuchets with 3 ranged and win every siege obsolete. Attacking forces could focus on bringing an scout/ranger up to level 5 and give him an +1 ranged for siege / ranged for nearby siege units to counter those very heavily defended cities.
Where a thing for thousands of years, the canal district should be buildable to make cool things achievable. Could increase chance of flooding as counterbalance for the +gold it gives to trade routes.
Military Engineers could use charges to build the canal / dam / aqueduct quicker.
Alliances and War
Alliances should be available from at least mid-game on, wars like the Troyan wars were fought because of alliances. Therefore, declaration of war for religion, protection, re-conquering and such should be available.
Could somehow be integrated in the gameplay, as they were often used for intense mining and for defense. Example: For every 3 Mountains in the City, Mines get +1 Production. For every Mountain in the City, Citydefense raises by 2.
Neighborhoods (“Quarters”)
Should be somehow available, as giant Cities where a thing even in ancient times. They didn’t all live in the palace or on the farms :D You could borrow the look of those hospital district from Zombie-Mode. Needs own cards and different buildings. Market for food? Apothecary for better healing? As of cards: +5 City-Def per Neighborhood, +1 Production per Neighborhood, +2 Faith per Neighborhood and adjacency-stuff to throw some quick ideas in there.
Become available as a lategameunit with T2 Governments. Monarchy has a better Chance to finish inciting rebellions, Theocracy at killing governors and cities-state presence and Merchant Republic at Siphoning Funds for example. You should somehow be able to aquire 3-5 Spy´s and some cards for their use.
Builders / Military Engineers / Scouts / Rangers
Should be able to re-plant Woods, as it was a common industry in the medieval ages.
Should be able to build forts / fortresses as improvements.
Should be able to build watch-towers (theres a great mod for that)
Should be able to build roads
Should be able to build Mountain-Tunnels in lategame.
Governments
T2 Govs should become available in lategame. As we have Knights, we can´t rule our empire as classical republic anymore. We are Kings, Prophets and Traders and need a fitting government-style.