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  1. Good UB - Bad UB #1: Unique Buildings (Civ4)

    Even though the title suggests different, there are basically no just good or just bad unique buildings (and units). Every UB and UU has to be evaluated in the context of the game settings and overall strategy itīs supposed to be used in. A (fictional) unique unit archer that gets +100% against melee units is useless in an game played on Islands, where you have no (military) contact with your opponents until Astronomy is researched and archers are long obsolete. A unique building is good if it ...
  2. Good UB – Bad UB #3: Unique Buildings (Civ4)

    Even though the title suggests different, there are basically no just good or just bad unique buildings (and units). Every UB and UU has to be evaluated in the context of the game settings and overall strategy itīs supposed to be used in. A (fictional) unique unit archer that gets +100% against melee units is useless in an game played on Islands, where you have no (military) contact with your opponents until Astronomy is researched and archers are long obsolete. A unique building is good if it significantly ...
  3. Atomic Bomb Civilization IV

    Dear All,

    I would like to know how to delete the use of Atomic Bomb if it is possible. It would be nice to find that.

    Thank you for your help
    Have a nice WE

    Fabrice
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  4. Ancient and Classical Cultural Policies in Civ5

    Cultural Policies are replacing Civics from Civ4. They can be activated one by one with culture points. Those are mainly accumulated by cities via buildings and wonders. Other ways include Artist specialists and the work of a Great Artist, which is a tile improvement that increases the yield of a tile by +4 culture.

    In order to open access to a tree, one has to adopt the main policy of that tree.

    The amount of culture required to open up another policy increases with ...
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  5. A Flop5 of Unique Units (Civ4)

    After I had some fun with the Top 7 List of Unique Units now a Flop 5 of those. Thanks to Moineau for the idea

    The idea is to evaluate in what possible scenarios each unique unit can be of help and how much so. Those that have the fewest scenarios where you want to have them are the weakest, the floppiest . That does not mean that each of those units is generally useless. Actually all unique units have a place in a possible scneario in a game, unlike some unique buildings which ...

    Updated September 4, 2010 at 09:46 by jobe

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