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I wrote the algorithm so I know it's always 50:50, equal chance of winning or losing. :P
It might not feel like that in-game so will add a UI element to show those odds explictly.
Perhaps there …
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It reduces economic development! In my rough memory, the vanilla version of CivIV-BTS is different. Towns could grow on their own and provide gold to nearby cities, even if they weren't in the city ra…
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Bill of materials to be done before starting this ticket:
* #939
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Collection of misc thoughts that I had written down from some ancient discord discussion. This is all from the **game dev pe…
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Can you guys change notification system like in civ5,
Because I can't read all messages and I can't see all damages when I playing online with timer, it's will be more effective check all events, cli…
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**Please describe the bug**
Certain Wine windows do not render their content, and instead show a still frame of other content visible on the workspace. Window borders are still rendered. Can also dis…
ghost updated
2 years ago
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city expansion follows a "round" pattern... that is , expansion is based on plot distance. (big distance + small distance / 2). So the distance between cities should also be based on a round pattern..…
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it would be nice if the player could see the number of FF points he generates per turn. example in the screenshot.
![image](https://github.com/We-the-People-civ4col-mod/Mod/assets/61798883/8c23706a-b…
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Yesterday I tried to attack enemy Galleon ( strength 36 ) with Privateer ( strength 33 ), and Privateer died while dealing zero damage to Galleon.
So 10% strength difference resulted in 100% defeat (…
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As mentioned in #141, there is an idea about units on the map requiring food.
The idea is that when a unit switch profession to one, which requires food, it will remember which colony it did this i…
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All (as of writing) are minor and most are probably on Toffer's todo list somewhere, but listing here just in case:
- Recommended constructions doesn't suggest buildings
- Highlight of city is occas…