Are there any plans on updating the precursor worlds that have +5 promethium in their description, but no actual in-game effect? I'd be happy if they had a .1/turn promethium production.
Mithrid
Mod is good, except I prefer to play multiplayer with a friend of mine...this mod would need to make it into the core files somehow (or figure out how to have MP use mods).
https://en.wikipedia.org/wiki/Modal_window
AI complexity is directly related to the complexity of a game's mechanics, and I for one do not envy the job of building a "competent" AI for any 4x game. My favorite Civ is 4, but only because of the Fall from Heaven (I and II) mod. I would have loved to see a translation of that mod to Civ6. I liked Civ6's take on some ideas, especially civics, but the tech tree was a bit overly simplified. What I really want (in general) is a modding GUI instead of having to mod the XML fil
The irony is that I also would prefer to place my capitol away from the rest of the tiles, at least until capitols become more useful again (I'd suggest capitols gain a +1 per age, so +3 total during age of ascension).
[quote who="eggsnbeans" reply="2" id="3695351"]To me, I see it as a feature now. Some randomness is ok. The puzzle that is the placement of improvements in any planet is enhanced by by the the capitol being a random pick. Life isn't fair, kiddo. [e digicons]:)[/e] [/quote]True, except fairness doesn't really apply here, IMO. I'll accept that it might be technologically impractical (although as a software developer, I am a bit dubious of this). Having the capitol be random is a fine "option",
I have no idea if this is practically possible, but I would to be able to choose where the capitol building goes when settling a planet (including the initial one). Feel free to not allow turn 1 to end until it is placed, but it gets fairly annoying when the capitol is often placed by itself, with few to no adjacent tiles (I tend to use the random minor planet Class 16 option).
[quote who="koopatrooopa" reply="16" id="3695204"] Warcraft 3's AI was lousy, but it didn't matter because everyone just played multiplayer. In GC, there is zero MP community, everyone plays SP against the computer, thus the AI is EXTREMELY important. [/quote]I typically play with a friend against multiple AI opponents. Having a functional AI is critical, but I would love to see mods be made available for MP games.
Perhaps limit pop cap based on planet class? Terraforming raises the class, so that would be a natural way to also raise the pop cap. Farms mostly can focus on growth (maybe be treated as markets once max pop is reached?), while cities could be a generalist tile (vs factories and research labs as specialty tiles). Cities could grant a smaller % boost to all (like leaders), where the factories/labs/markets can give a higher boost, but to just their area of specialty.
There are numerous balance issues with synthetics, and IMO, they need a solid nerf. I'd start with the innate pop cap, as 100 is crazy high compared to what other civ types can achieve (~25 feels much more balanced). Now consider their "innate" bonuses: no traits need to be dedicated to farms, growth, or morale, so that is 6 extra bonus trait points allocated somewhere actually useful. Next, they have no need for farms, cities, or morale buildings, translating into more usable tiles per plane
[quote who="lyssailcor" reply="25" id="3694192"] You do not have to fight for resources, you can just buy them from other civs. [/quote]Has the AI been fixed so that trading is a viable option? Last I checked, the AI still offers ridiculous ratios for goods, and there is no "what will you give me for this?" option to see what the AI feels a "fair" price even is. Their offers are typically "give me 1/3 of your goods" for ~270bc...sometimes I've seen offers in the 1200bc range, but ev