Thanks for the list Kevin, I think I can break it down into about eight or nine groups for resource dependant techs. Based on what you said long ago about restricting certain resources to particular civs and linking them to techs, I've come up with a system of techs that can be researched only...
@Kevin
I seem to remember that you had a master list of resources either on this thread or over with the Map stuff and I can't find it anymore. Would be grateful if you could post it again as I've finally got around to sorting the Domestication lines in the tech tree.
Btw. I'm up to 295...
A bit out of the blue perhaps, but hello again guys :p
Been looking into this and its seems like this is just something you have to pay for; free hosting has to make its money somehow, namely with advertising. An inactive forum means no one being exposed to the warm glow of Advert-rays...
Actually had this sitting arround on the hard drive for a week or so but forgot to upload it (bloody workload :mad:). I've assigned tech prereqs to the civics you posted last page.
ECONOMY
Decentralization: None
Mercantilism: Usury
Collectivism: Communism
Capitalism: Capitalism
Economic...
I've got BtS patched to 3.19 and I downloaded v0.7.2w of the mod. I also got your CvPath.py file to fix the no-UI problem. It all works fine except for the save issue.
Hope that helps
I'm getting the 'File not saved' problem too. I tried to create a specific folder for saved files in the mod folder (adjusted .ini attached). You may have to walk me through this, mods and me don't get on :cry:
Point by point:
-Reasonable enough, I guess putting them in makes no sence. Propose to move Irrigation back to replace Agri, Pictograms delete outright, replace Hunting with Tribal Warfare, replace Pottery with Brick Making.
-Agreed and implimented
-Where would you put Herbalism?
-Ok. What...
@kevin
When I said 'original tree' I mean't the one I made based on that old tech list, not that it really matters at this stage as I think my work on your tree has surpassed it.
By way of update, take a look at what I've got so far; I'd say I've got about 90% of the connections done (not...
@kevin
Just a quick progress update. I've integrated about 70% of the techs on your original tree (the biggest problem is connecting the high middle ages to the enlightenment, I'm afraid the renaissance was always my weak point :lol:). The areas I have done are quite a mess of prerequisite...
If I can help I'm always happy to :)
I'm still not quite sure about this limited tech tree idea for Mesoamerican civs. I do understand the logic behind it and if we can't manipulate the tech system any other way I guess it will have to do.
One suggestion I have would be to make all techs...
Its a bit OT but just to get the info out and feedback in; I've pretty much pinned down the techs as I would do them (haven't got a complete tree yet but getting close). The list stands at 180 techs (about twice the number in vanilla BtS) and their pretty evenly spread over 6 periods ancient...
Mind if I step in Gooblah?
Military Civics:
-Ad Hoc (low): no bonus
-City Militia (high): +1 :) per unit stationed in a city, free Garrison 1 promotion
-Feudalism (medium): can draft X unit per turn, +10% unit production, +1 XP for mounted units
-Conscription (medium): can draft 2X unit...
I would go for setup A with some qualifications. First when you said Pantheonism, is that the same as Pantheism (ie the believe that god is an abstract concept and encompasses everything)? In which case I would put it in. Second I would include Sun Worship in this group, mostly so that we can...
Let me see if I've understood you kevin. Crop and animal domestication will be assigned to civs at the beginning of the game (based on history or the locally available resourses on the map?) and these will be locked techs can't be researched but can be traded or diffused (I don't know how that...
To add a bit of historical accuracy (and cut down on resource overcrowding) I'd like to have a mod that allows more than one resource to be present on a tile (like iron and coal for example).
Can(Has) this be(been) done?
I do agree with the idea of having historical resources that lose their significance with time in principle. But how would it work in practice? Lets take amber as an example; worth a lot in the ancient/medieval world, not so today. How would the mechanic work? Would it just become obsolete with...
Looks like I'm going to be out numbered but I'm backing swamp A.
Following on from gazius, we could remove staple crops entirely if it would help prevent the map from being too croweded with resources. Radical idea I know, but could we not just assume that staples (wheat, rice, potatoes...
Another short idea regarding the stone resource. Functionally you could replace it with a generic 'building matterials' resource. You would still have stone quaries that provide this but in addition to this you could have a brickworks building that would also provide the resource. You could...
Can you put resources on mountain tiles and edit out their impassability? Just a thought as then we would have more room for things like stone, gold, gems, etc. that you often find in mountainous areas.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.