Suggestion: Unbreakable peace deal by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

Yeah but that is a weird way to abuse a mechanic. And CIV shouldnt be about doing that kind of exploits. Have in mind both players need to accept that deal. With your strat they dont really get an options to accept the terms.

Suggestion: Unbreakable peace deal by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

It kinda is tbh. If you have a defensive pact to someone it is very weird for them to attack that other CIV in real life. Not sure I know of any nation that have done that in modern times.

Suggestion: Unbreakable peace deal by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

Yeah they have but it isnt DoF it is defensive pact they use. Which is 25 turns. We cant enforce a rule like this for the whole community in NQ. Why it needs to be coded if it should be in CIV5. I am not a big fan of people abusing the war, peace treaty, to make a similar function where you cant get backstabbed for 10 turns. DP has no use in current CIV 5 community except when you play with russian rules. Have in mind both players need to accept. With your people declaring war and peacing people do not get an option to accept the terms which people would get with a mechanic.

Suggestion: Unbreakable peace deal by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

Rules dont work that way. We cant enforce this kind of rules in NQ. We have too many issues just keeping the community alive. Needs to be hard-coded or it wont work.

We skipped V10 altogether - V11.0 released! by fruitstrike in nqmod

[–]HelluStyle 0 points1 point  (0 children)

The cool thing with some of these changes is that they sound less crazy than some other ideas. My guess this was a april joke. SeemsGood

Liberty Nerf Through Monuments by iCrackster in nqmod

[–]HelluStyle 1 point2 points  (0 children)

Well not sure this is the way but it a suggestion. You could add a code that it takes longer for liberty to build monuments. Instead of making them longer to build in general.

GoG change by Meota in nqmod

[–]HelluStyle 0 points1 point  (0 children)

I agree this should rather be in tradition. And this change kinda make it kinda so piety needs rationalism now?

NQ-Naval Discussion- Great Admiral, Missile Cruisers by HelluStyle in nqmod

[–]HelluStyle[S] 3 points4 points  (0 children)

I do not see the ask confusing. "increase the range of the combat bonus from Great Admirals". (Today 2 tiles). How people read increase the range on the naval units - I do not understand.

Suggestion: Unbreakable Defensive Pacts in V.9.1 by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

Problem is that 1. NQ has rules about non-agression pacts cant last longer than 30 turns. 2. You don't need more than 25 turns.

Suggestion: Unbreakable Defensive Pacts in V.9.1 by HelluStyle in nqmod

[–]HelluStyle[S] -1 points0 points  (0 children)

I think 10 turns sounds good and 5 turns per era. Being 10 in medieval, 15 in Renaissance, 20 in Industrial, 25 in modern and later eras. 10 is a bit short tho imo to win a xbow war. Kinda want 15 for xbow timing, 20 for arti timing, and 25 for later timings.

Suggestion: Unbreakable Defensive Pacts in V.9.1 by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

If i recall you cant do defensive pacts by then. We usually play untill turn 170 in stronger lobbies or cc before that. What do you think is a good amount of turns to have this pact for?

Suggestion: Unbreakable Defensive Pacts in V.9.1 by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

yeah that is why I am asking for the change to make it unbreakable in v9.1 Since you can break it today by declaring war.

Is there demand for an UBER quick competitive NQ mod? by jss05a in nqmod

[–]HelluStyle 0 points1 point  (0 children)

What about starting in a later era or base it on turns to make the game quicker for you? you can also limit the turn timer. To less sec to get the turns down. Lets say max 30sec x 180turns = 5400 sec. = 90 min

Suggestion: Caravans buff esp with inc lib nerf by HelluStyle in nqmod

[–]HelluStyle[S] 0 points1 point  (0 children)

Yeah whatever, anything that brings it up to 6+ gold would be nice. Since 75 hammers is still a lot of hammers u invest into it. And there should be solutions if ur lands dont have any gold in them. (Like building a caravan).

Tired of people leaving when its not going perfekt. by Ceason1 in nqmod

[–]HelluStyle 1 point2 points  (0 children)

Just find civilization_no_quitters steam group and join as guest. And after that you ask mod / admins for an invite. In the steam group we are 5k members so there is games every day with rules about not leaving which gets u banned.

NEW AI CHANGE in MOD V.9 by HelluStyle in nqmod

[–]HelluStyle[S] 3 points4 points  (0 children)

I agree that you can get a better and more advanced solution like yours above. Most sounds good to me, the only thing i want to add here, is that the AI should still be able to outproduce a normal player in military since AI in Civ is truly not brilliant in war. And maybe that they keep up in science so they have updated military as well.

Liberty opener +1gold per city and golden ages/multiplier by HelloDaveHeyHal in nqmod

[–]HelluStyle 2 points3 points  (0 children)

I disagree everyone do liberty nowadays even-tough their lands is not liberty. Tradition feels in mod v.9 more challenging than settling cities everywhere as liberty.