Thank you for clarifying! One more question:
Why does a farm on rice only give a +1 food bonus while farms on wheat and corn give +2? Especially given that IRL rice growing regions support huge populations.
Here it is. Unrestricted leaders doesn't seem to have worked (everyone's leaders are leaders their civ can have) so maybe I made a mistake when doing that setting. I'll run more tests later. In the meantime enjoy my Illian conundrum.
It seems to be all barbarians actually. I haven't had time to test it, but if its not showing up with other games, I wonder if its something to do with unrestricted leaders, i.e. barbarian happened to be assigned a leader with the slaver trait.
Revolutions really punishes early rush games, which is realistic (early empires like the Akkadian empire or Alexander the Great's empire were extremely unstable), but punishes the Doviello and Clan of Embers more than others.
Is there any reason I shouldn't set the city distance limit to 1? Its always seemed really unrealistic to me that cities can't be built one tile apart, and I want to be able to settle colonial forts like IRL Hong Kong and Macau on already inhabited continents if there's a gap to claim...
Sorry if this is pushy, but is there a plan to include the recent MNAI updates (e.g. mnai-2.9.2-1u) with extramodmod? Or is there an easy way to merge the changes in myself?
Unhappiness contributes to instability. So does unrest and unhealthiness. So does mismatched religion. All of these things can be influenced through espionage. Another common tactic is to use privateers to get oversees colonies to revolt by cutting off their trade to the mainland. Not being...
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.