I think having an artifact linked to some kind of unique tech/ship would be good. Also, having to research what they do makes more sense, if they're supposed to be from a lost civ. Although I was looking thru the research entity files, and it looks like adding in extra techs is more complicated than just tacking in a line in a file; there are a number of files that would have to be edited/added. I'm hoping the full mod tools automate some of that a bit, as I don't have too much time w
CheekyCanuck
I'd personally like the option to disable pirates for random maps, especially for the small maps; having to defend against them every 10-20 mins slows the game down quite a bit, or sucks away credits jacking up the bounty against the other player. Having said that, when I get some time I'm going to play with the newly released tools to see if I can get pirates turned off with a mod. I think it'll be straightforward, from having a quick peak at the entity files.
Actually, I have played the game quite a bit, but I don't think I wrote it out too well. I know the advent have the desert bonus, and the vasari have the volcanic bonus, but I had more in mind factions that colonize Volcanic/Ice planets exclusively, and have a penalty for other types. The three factions now just get a pop bonus for the planet type with the appropriate research, and can colonize other types with the right research. What I was thinking of was something like a fa
Hi there, Just got the game a few days ago; lots of fun but I don't find any real difference between the three factions. Being a big Civ4 fan, I'd like to play this game with other new factions that have definite advantages and disadvantages. I guess it'll depend on the mod tools on how easy that would be to do, but here's a few ideas I've got floating around, feel free to chime in with more; -civs that have bonuses on harsh planet types like volcanic or ice (ie lizard like f