It says something that I’ve run into almost all of those issues. Has anyone else run into what appears to be an invisible cap on number of mods? I installed another 12 or so today so I could pick and choose some for my next game, and only about half actually showed up in the list after installation.

This made me curious, so I went and grabbed a bunch (15, actually) - they all showed up on the list to install after I downloaded them. Not to say it isn’t a problem for you, but it’s apparently not universal.

I tried deleting a few, and apparently it won’t show more than 20 right now. As soon as I dumped one on the list, there was my Spanish Empire add-on, right at the bottom. Curiously, it had also pushed down one that I had previously toggled on and was still in play, so I’m assuming this is a bug and not something that I simply don’t understand. That’s a dangerous assumption, though.

Now I see what you mean - yes, same problem over here. That’s kind of strange …

Yes! I only have 15 show up. I don’t get a “page 2” option so I have to keep my downloaded mods limited to just 15 if I want to choose them.

BTW - whoever designed the un-resizable on-line mod browser window should be scolded. Really? You’re only going to allow our browsing window to view 6 entries at a time? What is this, 1990? In 2 months time the on-line mod system is going to be horrible to browse.

137 rule variations and we can only see 6 at a time… who decided we should not be allowed to resize windows in 2010?

I can only assume they took their cues from the original rock band DLC music store/collection storage. “hey, how many mods can people want?”

I also think it’s strange that at this point there’s no resume button in the opening menu, or that I always have to re-select DX10-11, or that I have to go through like 27 menus to load my save game that has a mod clock versus merely 2 menus if I want to load a savegame with no features, or that I can’t just agree to all of their stupid EULAs and waivers once. Or that I have to remember which mods go with which save. That last one could get to be a real problem at some point.

I shake may head every time, it is ask me to select DX10-11, cause it is one of those things that is least likely to change per session.

I haven’t really played with mods much in Civ V, but one of the things that was annoying in Civ IV was constantly having to restart the game to change a mod and it was a pain to load a saved game from mod. I ended up generally just double clicking on the save game to get the right mod to load in Civ IV. Not sure if Civ V supports the same functionality.

Thus far, it definitely gives an error if you try to load a game with the wrong mods enabled.

Not always. Depends on the type of mods used.

It’s still an odd design decision that they didn’t handle this sort of like online RTS games handle maps.
You load any save game, and if it uses mods, the game scans your local mods folder and activates/deactivates mods as neccessary.
If there are any missing mods, the game automatically downloads and activates those from the modbrowser.
Only then, should there be conflicts or should you be offline and additional required mods cannot be auto-downloaded, should manual action be required.


rezaf

Excellent news. Aside from a bunch of bugfixes, I noticed some other patch items that fix major annoyances:

[ul]
[li]Economy – Increased city wealth setting to 25%[/li][li]Military - Medic promotion now only provides healing bonus for adjacent units[/li][li]Military – Correct promotions for “archer-like” units (horse archers, chariots)[/li][li]Military – Better [AI] handling of unit need (navy vs land, etc.)[/li][li]Military - AI will tend to build ships to deal with blockaded cities more often[/li][li]Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing[/li][/ul]

The bolded part may have contributed to the very slow AI turns (edit: just a little, alas, according to 2K Greg), and the previous items might encourage the AI to finally build a proper navy. We can hope!

As you edited, just a little:

The worker pathfinder change improves the turn-processing time by a small amount, but not so much that you’d probably notice it. The developers are looking in to improvements that can be made to this aspect but nothing in this patch so far will have a significant effect.

Wendelius

I think warfare was always the easiest way to win the Civ games. Not just 5. Being a builder is a lifestyle choice, a fetish, an obsession. “Look at the way my city boundaries link up neatly. Admire my neat and efficient road network. See all my happy citizens.”

For the builder, wars are just a gameplay mechanic, another factor to take into consideration when balancing your growth. Wars test your immaculately prepared defenses and allow you to flex your hard earned technology/economy lead.

Tony

My Civilization strategies for 1 and 2 were either:

Crush everyone and win conquest victory or
Crush everyone but one city and win by launching spaceship.

Puppet states?

(Yes, they will build every building available if you let them. The solution which I saw posted is to not let them, by popping down trading posts on all their hexes. This way they’ll always produce plenty of gold and never have enough food to get too big.)

We are kindred spirits! Tim, what is best in life?

At 126 pages long, it’s hard to sort through and find specific things. Is there an overview of your luxury resources? The top bar lists your strategic resources, but the only place I can find the information is by pretending to trade with another civilisation. And then it has the annoying habit of disappearing as you adjust the the proposal.

The best way I’ve found is to install the luxury menu UI mod, which is also included in a lot of the other more comprehensive mods. It gives you a tooltip in the upper right with a short breakdown of all of your luxuries and what you have available for trade.

Mouse over everything. Hovering over the happy/sad face indicator in the top-left status bar pops up a list of all current luxury resources.

Thanks, I’ll look for it and give it a try. I’m trying to play plain vanilla right now, so I don’t want too many mods, and definitely don’t want any that try to address the game’s balance problems.

As I recollect, that provides a list of the luxury resources contributing to your happiness, but doesn’t identify if you have excess of the resource which would make some sort of trade deal worthwhile.