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Showing results for tags 'civilization'.
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I'm trying to set up a database for all civilisations (at least for mods as there chaos is great king). [This post will be updated.] Where to find: You see an old rusty gate with foreign inscripts. Pass through it. (the UI is not really functional yet, as no data exists) Terminology: - Leaf node: Mostly text. The final value. ----Civilisation----civilisation_file.xml:<root_element> <element attribute="leaf node"> leaf node.1 </element> ...<root_element>Functionality & Status:- Generate a civilisation or mod structure from an existing template, e.g.
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This topic is started to discuss the civilization of the Norse and how it is going to be implemented in the game. Here will also be the final proposal. Description: The Norse of old were a north Germanic people who hailed from Scandinavia. During the early Middle Ages their regions expanded to Russia, England, Iceland and Greenland. They traveled to as far as Asia to the New World nearly 500 years before Columbus. Though feared for their fighting skills, they were also skilled traders and sailors. By the end of the Viking Age, which lasted from 793-1066 AD, their raids on the mainland fa
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- millenium a.d.
- vikings
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Well, the main aim of this topic is not to make a discussion of why techs trees could be filled. The aim is making a collective resource for devs or modders, if they want to augment the number of units of units for civs, reducing the uniqueness of the rosters, but making them easier to balance (I'm for a asymmetrical balance, and the difference could be done in other ways, but as I said, focus the thread into filling the rosters). I'm not saying that we should add or not this units. At first I would use fast and superficial sources. Later If I have time or somebody does it, I would post bet
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The first step in creating a new civilization is to create a unit, building and technology roaster. This roaster is also called civilization tree. The following link points to an example roaster for the Spartans: https://trac.wildfiregames.com/wiki/Civ%3A_Spartans The remaining question however is: how to balance the resource costs, life points, attack and defense points of units and buildings? Is this just made by try and error or is there any method to calculate all those factors?
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- civilization
- modding
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