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#1 |
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Chieftain
Join Date: May 2012
Posts: 2
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Autobuilding
Hi,
first of all I want to thank you Thal for this really really great mod. This mod brings a lot of features which are great! But I have a question: Some buildings (like the nuklear power plant and the spaceship factory) are build automatically. I don't give the order to build these buldings, they just appear after the end of the round and both need a tactical ressources (aluminium and uranium) which I could use for other buildings/units and it's very annoying to break down every round these buildings. Is there a way to stop that autobuilding? I already went through the mod directory but don't find anything. Thanks for your help Lutheren ps. Please excuse my bad english |
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#2 | |
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King
Join Date: Jun 2006
Posts: 790
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Quote:
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#3 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Welcome to the forum!
![]() I could block that policy from giving resource-using buildings. The downside is that might result in the policy having no effect if we already have all the non-resource buildings. Or we could make the policy build factories only if we have 5 or more coal.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; May 14, 2012 at 09:18 PM. |
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#4 |
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Chieftain
Join Date: Apr 2012
Location: Germany
Posts: 93
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@Thalassicus
I would appreciate if the last Order policy would grant another bonus, because in almost all games I've played so far I could not complete this last policy due to ressource limitations and therefore missed the Order finisher bonus. |
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#5 |
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King
Join Date: Jun 2011
Posts: 689
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How about -67%
and costs (and selling value) of all Factories?
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#6 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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I love this policy as is. It's powerful, and a lot of fun. It's pretty easy trade for coal, and almost everyone has access to aluminum. If you're so small that you don't have them, don't want to trade for them, or chose to use up all your aluminum on units... you can't have it all.
That said, limiting the policy to the first 4-6 cities should make it about as useful in most cases. The occasional late-game captured AI city may fall outside that not, but that wouldn't be the end of the world, either. |
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#7 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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The policy should now pick non-resource buildings if the resource quantity is below 5, so that should solve the problem.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#8 |
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Chieftain
Join Date: May 2012
Posts: 2
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Thank you.
Keep up the good work! |
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