I can play on saturday nights, its just in the event I'm forced to work on that particular night the weekly event could get delayed untill 10:30pm EST or so. The Aussies probably wouldnt mind but I dunno about the rest.
I'm going to try to line up some more mod ideas so they can be discussed better.
My mod previously in the first game was a no wonder game, except for Apollo and Manhattan Project. That can be changed back quickly since no one's even mentioned a no wonder game.
Units
Stormtroopers, nil, 0, 1.,0, 7a,5d, 2h,1f, 5,0, 1, Fun, (replace fanatics)
Infantry, nil, 0, 1.,0, 6a,5d, 2h,1f, 5,0, 1, Too,
(replace apline troops)
Stlth Ftr., nil, 1, 14.,1, 8a,5d, 2h,2f, 8,0, 3, Sth,
Stlth Bmbr., nil, 1, 12.,2, 15a,6d, 2h,2f, 16,0, 0, Sth, (these 2 have just be powered up a bit)
Man-o-War, E1, 2, 4.,0, 4a,3d, 2h,1f, 5,2, 2, Mag, (replaced Frigate)
Battle Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Aut, (replaces cruiser, pushed back to aut, to make dreadnought age)
Modern Infantry, nil, 0, 1.,0, 8a,6d, 3h,1f, 6,0, 5, Pla, (a late game anti-howie unit, it has the +50% vs 2 move tag)
Jet Bomber, nil, 1, 10.,2, 13a,4d, 2h,2f, 14,0, 5, U1,
Jet Fighter, nil, 1, 12.,0, 6a,4d, 2h,2f, 7,0, 3, U1, (these 2 are available with jet aviation, which is between rocketry and space flight)
Dreadnought, nil, 2, 4.,0, 8a,8d, 3h,2f, 10,0, 2, Ref,
Fascism was available in the same place as fundy, gives you 5 free units per city, and reduced your science output 30%.
This mod had an altered tech rate, but I have reduced that to normal unless it is agreed on. I've also removed the mods to make cities smaller and take longer to grow. Since the map is huge there's no sense in trying to slow down expansion.
Which wonder or wonders will activate the canals? Just tower? Or tower and?
Ship speed increases?
Nasty ultra barbarians in the new world?
Alien invasion at the end?
Increased spy and diplo cost?
I'm going to try to line up some more mod ideas so they can be discussed better.
My mod previously in the first game was a no wonder game, except for Apollo and Manhattan Project. That can be changed back quickly since no one's even mentioned a no wonder game.
Units
Stormtroopers, nil, 0, 1.,0, 7a,5d, 2h,1f, 5,0, 1, Fun, (replace fanatics)
Infantry, nil, 0, 1.,0, 6a,5d, 2h,1f, 5,0, 1, Too,
(replace apline troops)
Stlth Ftr., nil, 1, 14.,1, 8a,5d, 2h,2f, 8,0, 3, Sth,
Stlth Bmbr., nil, 1, 12.,2, 15a,6d, 2h,2f, 16,0, 0, Sth, (these 2 have just be powered up a bit)
Man-o-War, E1, 2, 4.,0, 4a,3d, 2h,1f, 5,2, 2, Mag, (replaced Frigate)
Battle Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Aut, (replaces cruiser, pushed back to aut, to make dreadnought age)
Modern Infantry, nil, 0, 1.,0, 8a,6d, 3h,1f, 6,0, 5, Pla, (a late game anti-howie unit, it has the +50% vs 2 move tag)
Jet Bomber, nil, 1, 10.,2, 13a,4d, 2h,2f, 14,0, 5, U1,
Jet Fighter, nil, 1, 12.,0, 6a,4d, 2h,2f, 7,0, 3, U1, (these 2 are available with jet aviation, which is between rocketry and space flight)
Dreadnought, nil, 2, 4.,0, 8a,8d, 3h,2f, 10,0, 2, Ref,
Fascism was available in the same place as fundy, gives you 5 free units per city, and reduced your science output 30%.
This mod had an altered tech rate, but I have reduced that to normal unless it is agreed on. I've also removed the mods to make cities smaller and take longer to grow. Since the map is huge there's no sense in trying to slow down expansion.
Which wonder or wonders will activate the canals? Just tower? Or tower and?
Ship speed increases?
Nasty ultra barbarians in the new world?
Alien invasion at the end?
Increased spy and diplo cost?
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