Im not sure its the right log... first time I'm doing this. It's a bit large...
Looking at that, there is definately something wrong. Seems like it can't find a few XML files.
Looking at my Log files, all is in good order.
I also managed to make a dmp file... dunno if thats anything to you...
Rename this file from that savegametype to .zip
I can't get it to open, what ever it is.
For anybody who likes to miss around a little with Mylon's mod for city radius:
The modcomp adds three tags to Civ4CultureLevelInfos.xml. Full path is [History in the making\assets\xml\GameInfo]. For each culture level you will find these tags:
<iCityRadius>1</iCityRadius>
How many tiers of tiles the city can work. 1 for poor culture cities means the city will work the 8 tiles adjacent to it. 2 means the city will work the known fat cross. 3 means the city can work all tiles in its cultural borders when it grows to the developing culture level.
<iCultureHappiness>0</iCultureHappiness>
<iCultureHealth>0</iCultureHealth>
These determine how much extra happiness or health the city gains for each culture level.
Currently you will find that the value set for iCityRadius starting with Fledging through Influential is 2. For Legendary it is set to 3. As Grave mentioned before this means the city can work the third tier only when it is legendary.
IMHO it doesn't worth having the modcomp if only you can get its effect when your city grows to legendary level. It means that in many games you won't get to see this in work. So I actually set the values so that the workable radius is 3 for developing cities onward (same as in Visa for warlords).
As I see it, this shouldn't imbalance the game as long as the happiness and health caps won't allow a city to grow indefinitely. The advantage you get is more flexibility to specialize your cities as more tiles are available to choose from. As per my experience with Visa the AI handles the extra tiles very well. The algorithm used to decide what tiles to work doesn't care for how many tiles are there. Whatever is available will be tested and best tiles will be worked.
Those of you who tried the concept with Visa may remember having mega cities with lots of money and production. This is not expected to be the case in HitM as there are no such number of buildings that gives extra health and happiness. Also while HitM has more resources than in vanilla BTS many of them won't give their bonus unitl some building is built and you almost never get access to all types of resources or meet the reqs for building all buildings.
Well, sorry for cluttering the thread with such a long post. I just thought the info may be of some use for some out there. Happy gaming everybody.
Nice write-up, man!
The Shaolin Monk wonder [forgot the name] says it requires five Buddhist Monastaries to be built. But it gives bonuses to the state religion. Somewhat prohibitive; suggest it be changed so it needs 6 state religion monastaries
I'll look into this. I see what you're saying, though.
OOh, yeah. New version again. New versions come quicker than i have even played one game in the older version.
You snooze, you loose!
Well, I finally had a chance to sit down and play my first "real" game of HiTM v1.5. It rocks!!!
I'm the Romans (as usual) with Augustus. Playing on a Continent map, random everything, no Tech Brokering. Playing with 18 civs.
My neighbors right now are the Israelis and Incans, who are the only peeps I have contact with. It's about 560AD right now, I just built the Senate and swapped to Representation. Also just fought off a horde of Goths who attacked my capital. They were no match for my Chariots and Legionaries.
I'm thinking about invading the Incans... they're kinda building me into a corner, so I can no longer expand. I have Iron, they don't.
But, I have a plethora of Silk, which I use to fund my armies. I have so much Silk that all my citizens have silk underwear.
More to come on this game... but I'm having a blast with it!