Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
<CompatibleVersions>2.0</CompatibleVersions>
another is a more realistic bonus group. like resources like stone/copper could give +1 production, farmable resources could give +1 food too. this could replace the conviluted bonuses you have now and make it for a simple and ballanced bonus that could decrease if you harvest.
I have yet to experience this. I almost always find a better starting point after looking around.
The mod we used to use gave the starting settler! 10 movement, but something like 5 could be fine. I think 3 is too little.
1) Increasing settler movement is a good suggestion. I will implement that.
2) I will consider decreasing the max yield bonus. I think the main concern you raise is with regards to Culture since it's the easiest to match up due to Grasslands/Plains appearing in clusters on the map. Faith and Gold are less of a concern since they are not as powerful. Science and Production are powerful, but in order to get +3 in either of these requires sacrificing a lot of land tiles around your city, so it may be balanced well as is.
3) Thanks! Me too. I also like the fertile river concept, something lost from earlier versions of civ.
4) It was important to nerf rivers so that players feel free to explore other options. Note: Rivers are not a tile, so any bonuses they grant are essentialy freebies.