You guy's should check out the Realism and Extended Gameplay Mod at www.civfanatics.com under the Creation section. This mod looks promising. I'm giving it my full support. They have already added a nuclear sub and many subtle changes. I suggest you guys give it a go, or at least keep an eye on it. The more people we have playing it, the faster the balancing and features get added.
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Realism and Extended Gameplay Mod
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Realism and Extended Gameplay Mod
Last edited by JakeCourtney; November 7, 2005, 15:38.Realism and Extended Game play Mod Supporter.
Check it out over at www.civfanatics.com, under the Creation Forum.Tags: None
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Wow...I got a plug and I didn't even ask for it!!
Thanks for the good words, its rather motivating lol.
But yes please, anyone that likes the concept please feel free to download it and give ita whirl, the more testing the better. It gets rather gruesome testing long-term effects by yourself!!
Heres a general goal and link:
Goal:
To make an expanded and more realistic modification to civ4, allowing for longer games, longer wars, and more intense gameplay with a bit higher difficulty and learning curve to properly manage and compete in the game. Emulate issues of a large empire, supply lines, and strategic needs of different units and types.
Civ4 Realism Thread
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I seriously do not like how swordsmen got changed in that mod. It makes Axemen worthless - all units are meant to have a purpose. To combine the purpose of Swordsmen with Axemen together by giving it an extra bonus (which can be recieved through promotions anyways) does not make sense, and unbalances the game dramatically."Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
"Bill3000: The United Demesos? Boy, I was young and stupid back then.
Jasonian22: Bill, you are STILL young and stupid."
"is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis
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Originally posted by Bill3000
I seriously do not like how swordsmen got changed in that mod. It makes Axemen worthless - all units are meant to have a purpose. To combine the purpose of Swordsmen with Axemen together by giving it an extra bonus (which can be recieved through promotions anyways) does not make sense, and unbalances the game dramatically.Realism and Extended Game play Mod Supporter.
Check it out over at www.civfanatics.com, under the Creation Forum.
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Its Okay I got that before...I am addressing the issue in the next version...
#1. Axemen - Yah, I do realize I made them rather mediocre in comparision now. As far as the roman issue, I was attempting to give them a bit more of an advantage with their preatorians than they already had; Yah, giving them a bit of a leg up. But in my testing I havn't ran into issues with it yet...As far as the axemen; I didnt realize that until I played hehe. I think im going to give them a innate terrian bonuses in woods and jungles. It seems appropriate to the unit type, they are a shock infantry.
Axemen will have an innate +25% in woods & jungles *as well as* +25% vs. swordsman;
swordsman melee bonus is being reduced to +25%; Swordsmen get a +15% defense bonus vs. Archers.
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