Sid Meier's Civilization V

Sid Meier's Civilization V

Rhode Island
28 comentarios
dj 16 MAY 2017 a las 17:12 
ynaemp support would be really cool to see
rover6695 17 MAY 2016 a las 14:50 
Oh ok...I'll check it out again and let you know, thanks!
calcul8or  [autor] 1 MAY 2016 a las 19:03 
If I remember correctly, that happens until the start of the next turn
rover6695 1 MAY 2016 a las 17:33 
When I found my capital, I immediately start at -7 unhappiness.
Is this right?
WUTVILLE IS A MASTERPIECE 18 FEB 2016 a las 12:38 
Pretty sure these mods are crashing my game around the Renaissance.
calcul8or  [autor] 21 NOV 2015 a las 5:26 
Glad to hear it!
Mami 20 NOV 2015 a las 22:30 
as a rhode islander, I approve, and also goes well with my southern new england map I made.
calcul8or  [autor] 15 OCT 2015 a las 18:43 
Thanks! That was the general idea. I will be adding support for some common mods soon, watch for an update
A_Sweaty_Yoga_Mat 15 OCT 2015 a las 13:17 
Rhode Island represent! cool idea for a civ. good civ for turtling with high production and gnp but little expansion
Av Rand 4 ABR 2015 a las 16:43 
Next time make a video tutorial of when you make a mod that adds a civ, like for one of your states
Modrian 21 FEB 2015 a las 20:49 
Note: In actual play, unhappiness per city grows at 9/city favoring tallness as desired. But, checking the happiness tally, there is a 13/city 11/city or 10/city plus (depends on era), which effectively offsets the 9/city unhappiness. This significantly weakens the intent to encourage tallness. If the offset is intentional, perhaps consider reducing it; if unintentional, should remove it so the tallness impetus is strengthened.

Your state mods are very fun to play.
Neptonite 15 FEB 2015 a las 20:18 
Can you please do a South Carolina civilization?
76561198116284665 15 FEB 2015 a las 16:26 
can u make a maryland civ?
Mojave Neon 14 FEB 2015 a las 20:59 
Oh, my capital was on the coast. I only had three cities, and all were on the coast.
calcul8or  [autor] 14 FEB 2015 a las 20:37 
@ruhrgebietheld - that shouldn't be happening. I didn't make it clear above - the capital also has to be on a coast for the connection to be automatic. You should start on the coast, but sometimes the game will place you off the coast.
Mojave Neon 10 FEB 2015 a las 17:12 
I really enjoyed this one. I usually play tall anyways, but this one made me go with even a couple fewer cities than usual. Was a nice change-up in experience. The only negative I noticed was that coastal cities don't always connect to the capital like they're supposed to. One was only about 8 tiles away from my capital, and it didn't form a connection for about 10-15 turns after I founded it. My other coastal city didn't form a connection at all until I built a harbor in both it and my capital. Other than that though, I really liked this one.
Visual_Anxiety 6 FEB 2015 a las 17:10 
As I come from Vermont, I think that a Vermont civ would be abesolutley amazing. Just my opinion. Heck, I get excited seeing mods involving any of the New England states, though I haven't seen any Vermont ones.
Ramblin' Bob 6 FEB 2015 a las 13:33 
Wouldn't Stephen Harper have been a better choice?
calcul8or  [autor] 5 FEB 2015 a las 17:48 
...and 15% of its "land" is water :)
Av Rand 5 FEB 2015 a las 17:37 
@Woopert it's actually called that because the island in it's bay aquidonneck island, was origionally called Rhode Island. So they named the colony that. However, soon the colony aquired alot more land on the mainland, but the name stuck. So one of the first 13 states to be admitted was Rhode Island, which has 80% of its land on the mainland.
Wooperth 5 FEB 2015 a las 16:31 
> Calls state Rhode Island
> Isn't actually on an island

Jokes aside, this is a neat mod — nice idea. :)
Swetcan 2 FEB 2015 a las 20:14 
what i meant was that the other abillities are more suited for wide the onlything preventing wide play is the unhappines
calcul8or  [autor] 1 FEB 2015 a las 21:00 
You'll be limited by the increasing unhappiness from the number of cities...
Swetcan 1 FEB 2015 a las 15:31 
what about all the other thing they are clearly good for wide
calcul8or  [autor] 1 FEB 2015 a las 15:18 
Damasc has it right. The more cities you have, the more unhappiness per city. After 4 cities, you're in a deficit compared to a standard civ.
DMS 1 FEB 2015 a las 12:53 
I don't think it's "less unhappiness per city", but rather that the amount of unhappiness generated when founding new cities, is increased with the number of cities you have. So going from one city to two cities, you receive 1 unhappiness per city ( i.e. 2 unhappiness), but when going from two cities to three cities, you receive 2 unhappiness per city (i.e. 6 unhappiness), and so forth.
So you'll be severely punished if going wide.

At least that's my understanding of the UA - haven't actually tested it yet.
Swetcan 1 FEB 2015 a las 12:39 
also the extra trade routes let you raise a large army and infastructure better for a wide civ
Swetcan 1 FEB 2015 a las 12:36 
you say this is a tall civ but if anything this is better used for a wide civ less unhappiness per city+ instante coastal connection makes city spamming a decent idea.

also a factory without coal use means you can make factory's in all cities and save coal for ironclads.

also lots of early music slots are just nice i guess