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New Civilization 5 Expansion - Brave New World

http://www.urbandictionary.com/define.ph...ture+creep

It also reminds me of this Civ4 mod: http://forums.civfanatics.com/showpost.p...ostcount=3
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That mod is mindboggling. lol
I have to run.
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Wasnt Eleneaor Roosevelt in Civ 1?

/old
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If I remember correctly, modders are still adding to C2C. It's i sane how large it is.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Also, wow, Maria I? Not the best pick in the world. @Brian: I too prefer historically accurate scenarios, but at least Portugal had some African colonies at this time.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(May 3rd, 2013, 14:16)Merovech Wrote: Also, wow, Maria I? Not the best pick in the world. @Brian: I too prefer historically accurate scenarios, but at least Portugal had some African colonies at this time.

Angola and Mozambique. But they were doing nothing with them, as they were financially and technologically unable to do anything with them.

In all honesty it'd be like including a Duchy of Franconia in a 40 year's war scenario, because Franconia was a Stem (tribal) Duchy of the early post Carolignian Germany.
Travelling on a mote of dust, suspended in a sunbeam.
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About: C2C, perhaps they should try more procedural content... wink
About: BNW, I saw the gameplay demonstration with the trade-routes and listening to them talk about it, my "there's got to be a better way to do this" sense was ringing constantly.
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(May 3rd, 2013, 14:43)Brian Shanahan Wrote:
(May 3rd, 2013, 14:16)Merovech Wrote: Also, wow, Maria I? Not the best pick in the world. @Brian: I too prefer historically accurate scenarios, but at least Portugal had some African colonies at this time.

Angola and Mozambique. But they were doing nothing with them, as they were financially and technologically unable to do anything with them.

In all honesty it'd be like including a Duchy of Franconia in a 40 year's war scenario, because Franconia was a Stem (tribal) Duchy of the early post Carolignian Germany.

Portugal did have some big plans in the period. Just because they were a third rate power who couldn't enact them didn't mean that they were irrelevant. Certainly, in a world where the Belgian Congo could come into being, the fact that a nation had little power to enforce colonial claims didn't necessarily mean that it couldn't get other nations to recognize them.
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Mods are all about feature creep. That's why I'm skeptical of modders becoming real game designers.
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I don't mind the trade routes, nor the idea of early UNs, but good god does the archaeology system and some of the resolutions seem unwieldy and useless against someone who is Playing To Win.
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