In the second sentence he's saying he's not sure if the AI will upgrade if it actually has no money, even if the upgrade itself is free - it will sometimes upgrade if it does have money, but seemingly not all the time.
Personally, I use the treasury gold count sometimes if I'm upgrading units in cities or cash-rushing - it's nice to be able to see where it'd leave you off without having to exit the city screen then re-enter it again.
The base maintenence cost could just be graphically displayed as red coins...
Crazy that it's 16 years later now...
These days I prefer leaving much more to chance - random map size, random map specifics, random civs.
Always raging barbarians though.
Yeah, but it makes up the differences through the number of bonus resources it places - in your example, bonus resources would be very plentiful. For more information, read here and here.
I think the total number of resources on the map stays more or less the same though - having more strategic resources with higher likelihoods just makes less bonus resources appear on the map. If you make all resources either strategic or luxury, then there'll be a chance that some resources...
:worship::worship::worship: Good Lord that would be an amazing feat
Just tossing a few ideas around, I think the game checks whether a civ is in x/y/z "Required Government" for the building to be operational, would it not also be able to check for its resource requirements at the same time? Or...
This can happen when one of the civs signs a mutual protection pact with a third party, and then the other civ attacks that third party. It isn't caused by this mod.
Another idea I've had, something a bit different:
Would it be possible to increase the varience in tile yields? Like maybe if a citizen is working a Silver resource it could also provide +1 Happiness (similar to an Entertainer Citizen) along with its gold value, or an Ancient Ruins recource...
No, it literally minuses industrial pollution. As I said, the improvement works as it is meant to if it's built in a city, rather than given free by a wonder.
I think I've found something which may be worth considering - when a wonder puts a improvements with a negative pollution in a city, it seems to not actually counterract the pollution caused by buildings, unlike if it is built normally.
In the screenshot, the Blacksmith produces +1 pollution...
Antal made a terrain improvement which does this as part of his .exe patch. It might be worth asking Flintlock if he'll consider implementing Antal's canal in his .exe mod thread.
Make sure your instillation path looks like Conquests\Scenarios\AoI\(here's where the Art/Text/Sounds folders should be), and there's not another AoI folder in between \Scenarios and \AoI
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