The final expansion will almost certainly focus on the late game, but until then I imagine we'll be stuck with the lackluster experience from about Industrial on. Mods until then.
Just finished a playthrough and really enjoyed this mod. Tons of great changes and tweaks. I'll have to try an AI mod since the computer failed to spread very well and didn't put up much of a fight. I just rolled over them. This seems to be a trend in my games - hard to keep up for the first...
I've had problems with rivers as well. Several rivers I edited were fine. I changed the mouth of one very large river system and it caused all of those rivers to disappear in game,
Placement of Natural Wonders has a lot do to with rivers. I've noticed several that cannot be properly placed if...
You can save any map in the World Builder and rename it to TZ.Civ6map. Place that file in the TZ mod folder and it will load when you use the TZ ruleset when setting up a new game.
TZ.Civ6map is just the filename referenced by the mod.
I've played around with a lot of XML and direct database changes. I've encountered some issues that have impeded my progress, but you can definitely change plenty of values and they will work in your game. For example, I've made changes to map generation and tile yields with success. Some...
Do you think this simply weights certain resources over others, or does it increase the absolute number of a resource? I turned crab way up as a test and saw lots and lots of crab. But does this come at the expense of other resources?
My cached DB is acting funny. Even after deleting the caches and verifying the game data, various changes are still there that are different than what the source files say. But the changes are not in effect in the game. This leaves me with no way to check if all of my changes are working. It...
I've made some changes to DebugConfiguration.sqlite and DebugGameplay.sqlite both by directly executing queries and by using .XML and .SQL files via mods.
Even when I delete those files, they repopulate with the same edited data, including the direct edits I've made. How can I get the defaults...
Thank you, that worked great. And thanks for this mod, it saved me a lot of trouble.
My only problem is start positions.
When I leave all players as random civs on setup, I had only a limited number of civilizations available in World Builder to place starts. No Japan, for example.
When I...
According to a note in the XML files, choosing "Legendary Start" allows civilizations to start near Natural Wonders. The number of Natural Wonders on the world map is limited by map size. I have yet to see Galapagos, but according to the XML is should spawn within 2 or 3 tiles of a coast.
Excited to try this out. I found myself constantly straining to get boosts because it seems silly to ever research at full cost. Now, I'll be able to focus more on research strategy because I won't feel such a sting from missing boosts. It also makes China more interesting since it doubles the...
I'm looking forward to this. I haven't read much on Corps or Armies, but imagine taking a high-movement Army deep into enemy borders to pillage key improvements. The idea of attaching Support units to high-movement units is also very intriguing, assuming it works like that.
I had Venice nearby in my first BNW game. King, continents. They led in research and always had a formidable standing army. They eventually won a diplomatic victory before I could take their capital, not long before I would have won a culture victory. They were allied with every city state and...
I just want to say thanks DonQuich, I've used this mod extensively and it is a very well written program.
I've had a lot of fun playing on ridiculous difficulty levels but crafting an amazing start position for myself to compensate. Makes for some fun games.
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