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  #1  
Old January 13th, 2010, 12:28 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
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  #2  
Old January 13th, 2010, 01:32 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Sombre View Post
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
That would be pretty damn cool, imo.
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  #3  
Old January 13th, 2010, 01:48 PM
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Amonchakad Amonchakad is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by rdonj View Post
Quote:
Originally Posted by Sombre View Post
Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
That would be pretty damn cool, imo.
Yep, but isn't really CBM stuff, qm doesn't like adding new units; another mod with something like that would be very cool indeed
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Old January 13th, 2010, 05:33 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Sombre View Post
Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
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Old January 13th, 2010, 06:07 PM
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Stavis_L Stavis_L is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by Sombre View Post
Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
Is that in the bug-list?
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Old January 13th, 2010, 08:53 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

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Originally Posted by Stavis_L View Post
Quote:
Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by Sombre View Post
Yeah it's a cap enabler pretty much.

I think some excellent high resource units would be nice in the game. Stuff that you either have to wait a long time to build, or have production scales, clever fort placement, riches from beneath etc.

Imagine for instance if Mictlan could carve stone head monuments with significant powers, but they took 6000 resources each.
Unfortunately, the way the game handles resources across turns seems to be borked. If you can't build it in 2 turns, it will never get completed. (It seems to handle carry-over for one turn just fine, but not more than that)
Is that in the bug-list?
I don't remember seeing it there, but i never went looking for it specifically.
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