The no-raze patch isn't required to play this, you can still play the mod without it. It just adds a lot more historical flavor to the mod (there really wasn't any case I can think of in this time period where an entire city was completely eradicated and depopulated), and prevents the AI from placing random cities in ahistorical places.I am not sure why everyone feels the need to point out the obvious. I know the game is meant to cover a specific period and a lot of work went into it. I know they want to prevent city razing, I just do not grasp why.
The time frame is immaterial as the game allows more than 540 turns. What times you associate with them, is for entertainment. I presume it is to try to approximate what occurred in history.
I do not know how it has played out in the many runs others have played, but I suspect it goes sideways more often than not. Chaos will rule out. In any event designers put out a product and players accept it or not.
I just wanted to raise one tiny voice to not force a no raze, make it an optional one. On the settler issue, not a big deal either way. A small wonder making one from time to time can be attenuated, by making them build the wonder.
Say it is available late in the first era and take 10 turns to make, you are well into the game when a settler arrives. Not going to be a game breaker, especially as the map has about 400 towns to start. That breaks down to a few new towns for each nation.
Because you can't build anymore, and the ones placed are placed to specifically fulfill a purpose or role.I am not sure why everyone feels the need to point out the obvious. I know the game is meant to cover a specific period and a lot of work went into it. I know they want to prevent city razing, I just do not grasp why.
The timeframe is very important when you are aiming for historical accuracy. For instance, it's completely absurd to have modern technologies in the 1500's. Time frame is critical.The time frame is immaterial as the game allows more than 540 turns. What times you associate with them, is for entertainment. I presume it is to try to approximate what occurred in history.
Chaos will not always rule, and most players can or at least try to appreciate the thousands of hours that went into the research and development of the scenario.I do not know how it has played out in the many runs others have played, but I suspect it goes sideways more often than not. Chaos will rule out. In any event designers put out a product and players accept it or not.
You don't have to install the no raze patch. Nobody's got a gun to your head making you do so. Besides, I don't even think you could insert a wonder that spawns settlers without deleting an existing one and if you did delete an existing one, it would undoubtedly cause a cascade of errors to occur.I just wanted to raise one tiny voice to not force a no raze, make it an optional one. On the settler issue, not a big deal either way. A small wonder making one from time to time can be attenuated, by making them build the wonder.
Again, it's set up to be historically accurate. Each nation has a set number of cities because these were the major cities each faction had at the time.Say it is available late in the first era and take 10 turns to make, you are well into the game when a settler arrives. Not going to be a game breaker, especially as the map has about 400 towns to start. That breaks down to a few new towns for each nation.