![]() ![]() But neither I nor my brothers want to play out a game with such a severe handicap. It doesn't all have to be balanced to have an enjoyable game. Again, for single-player that's not terrible. One guy starts with Columbia's free movement and free comandante generals (that stack an additional +5 CS on top of normal great generals), and another guy starts with stepwells. I get a whole new experience and also get to learn about some of the history that makes those societies unique.īut for multiplayer, this design choice is trouble because it's next to impossible to balance the bonuses and units for 30+ civilizations. I have to do things much differently when I'm Gandhi than when I'm Simon Bolivar. For example, why does every civilization and leader have its own unique bonuses and units? In single-player that gives the game loads of replayability. And while Civ VI has good multiplayer capabilities, my impression is that the game was fundamentally designed as a single-player game. I don't get nearly the satisfaction beating soulless computers that I do from besting my brother. ![]() Multiplayer is still what I prefer to play. Napoleon would have no problem leading an army of swordsmen and knights).īackgroundThe Civilization series came to life for me with "Civilization II: Multiplayer Gold Edition." I had casually checked out the predecessors at friends' houses, but it was the multiplayer capability of the Gold edition that led me into civ fanaticism. Great Generals and Admirals enhance all units that come before them (e.g. It gives you a better combat preview and a detailed notification of the actual outcome of your battle (which is incredibly useful in a Hotseat or Play By Cloud game). It provides nuanced explanations of important concepts like unit combat, city combat, and embarked units so that you don't have to Google those things on the side. It fixes several promotions that weren't described properly. And when you have some net loyalty pressure on a foreign city, you get vision in that city (so there's a good reason to pursue loyalty even when you can't cause an opponent's cities to rebel).Īdditionally, this mod cleans up many aspects of Civ VI. Monuments, Wonders, Theaters, and Entertainment Complexes provide loyalty pressure on all nearby cities. Units hide in trees, so you need to bring scouts on your war campaigns (scouts can spot invisible units like privateers). Apollo only favors Sheep) but the bonuses are so strong that players are filled with murderous rage when they see their "holy ground" occupied by someone else. they provide bonuses in very limited circumstances (e.g. You get money from tourism, so there's a good reason to get it aside from a cultural victory. You learn techs and civics from other civilizations. Ancient Walls no longer provide a ranged strike (so you'll have to keep an active military throughout the beginning of the game), but Medieval Walls provide one and Renaissance Walls provide two. so that if you just spam settlers, you'll probably fall behind. The mod encourages "tall" play to earn decent science, culture, and great people points. Religion is potentially much more powerful (which can have dozens of beliefs if your opponents fail to contest the Great Prophets), but when you spread it to foreign nations, you give all its benefits to your opponents. Try to make all paths of victory viable so that if you go all-in with military, you're leaving yourself vulnerable to a religious takeover. Try to make all districts equally valuable so that when you commit to a Campus there is pain for not-having a Holy Site or Commercial Hub. Here is how I created interesting decisions for the player: (By default, my recommended options are enabled.) Each tweak is programmed as an option that can be turned on or off from the Create Game screen, so you can play with only the options you like. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice." Rollings & Morris (2000) [This mod provides several tweaks that create more interesting decisions for the player. "According to Sid Meier, a game is a series of interesting choices. Description "At a higher level, these increased player choices - or as Sid would put it, ' interesting decisions - are a theme which can be found throughout Civ IV." (Civilization IV player manual) ![]()
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