Our World: Civilizations of the Modern Age Design Discussion

Could there be any evidence in logs?
 
IApart from whatever lets you have 60 civs, is everything you're using available publically?

Except a mod that prevents Archaeologists from being built.

Thanks for so willingly taking this on board :)
 
Might be because the mod doesn't reference YNAEMP (Or any other supported mod that should be referenced, like E&D, etc...).

Edit: Finland doesn't either
 
The perks of being an inexperienced mod dev...

I'll look into that and put something out within a few hours.
 
Might be because the mod doesn't reference YNAEMP (Or any other supported mod that should be referenced, like E&D, etc...).

Edit: Finland doesn't either

Awesome! I'll shove the reference in my modinfo file - thanks :)

(Also, Israel was missing a "5" from the end of their reference which was why they weren't showing up either).
 
...well, that was simpler than I thought. I was so caught up in the actual code that I didn't stop to think about that. It must have shown when I tested YnAEMP because it loaded afterwards then, if that was indeed the issue.
 
Okay, I see how to add in the references and will push an update out tomorrow with this fixed. Appreciate the help, Typho and Tarcisio.
 
Might be because the mod doesn't reference YNAEMP (Or any other supported mod that should be referenced, like E&D, etc...).

Edit: Finland doesn't either

Same with DJSH's Ummayds... Thanks.

So... Do we agree on the Israel design?
 
Okay, OP updated with the new version that adds in mod references.
 
Hey SW, I plan on making African Civ next year that also utilizes the King's African Rifles as a Unique Unit, could you possibly give me permission to use just the unit (none of the unique art or effects) in mine possibly? If not its understandable.
 
I have no problem if you use that unit.
 
Okay, I see how to add in the references and will push an update out tomorrow with this fixed. Appreciate the help, Typho and Tarcisio.
Well, I do feel some personal responsibility for it since it's partly mine. :)
 
Sorry for the inconvenience, but just got the updated Mao and both decisions only have TXT_DESC as descriptions! :)
 
I might've broken the text files or something. I'll investigate this evening!

EDIT: I'm not getting this issue...any other possible causes?
 
I just disabled all other modded civilizations but Mao and now it worked. Sigh, might be a mod conflict somewhere then. Sorry for the false alarm. :)
 
I had this issue with JFD's Scotland.
(Also SW, shouldn't you update your sig or somethin')
 
@SuperWaffle247
You didn't by chance see if the culture overview screen worked alright for you? Also, when is the little red book-decision first enactable? According to the description it would be enactable in any era if you meet the requirements. Perhaps a snippet of text has fallen away?



@Natan35
Did not have JFD's Scotland enabled, but perhaps it's some other mod. Have had problems with E&D for CL's Australia and JFD/More Civ's New Zeeland earlier, but for one with no talent with modding, I can easily understand why. Looking through the amount of code for E&D support, it wouldn't surprise me if it conflicts easily. :)
 
More decision ideas!

D1: Develop Negev's Energy Infrastructure
Requirements: Must have researched ecology, must have a great scientist stationed on a friendly desert tile.
Costs: 2 magistrates, great scientists is consumed for a solar planet in the nearest city.
Rewards: +5 and +15% :c5science: science from solar planets, +3 :c5science: science from uranium, +1 :c5production: production from desert tiles.

D2: Purchase foreign weaponry
Requirements: may only be enacted from the renaissance era, must be at war.
Costs: 1 magistrate, 150 :c5gold: gold per era(starting from 600 :c5gold:).
Rewards: Units gain the "Foreign aid" promotion, causing them to heal 5 HP each turn(10 in friendly territory) during wars until entering the next era, and units cost 50% less maintenance in friendly territory.

OR:

Requirements: must have at least 1 CS ally, must be at war.
Costs: 1 magistrate, 200 :c5gold: gold per era(starting from 800 :c5gold:).
Rewards: units and military buildings cost -5% :c5production: production and :c5gold: gold per each CS ally, and each scientist specialist increases the :c5strength: defensive strength of units trained in the city by 4%(increases by 1% per each era).
 
I think I'm having the decision text issue with Mao as well... I didn't actually play with it, but since the update the EUI shows the name of the decisions with the TXT_KEY thing when hovering over plantations with the cursor.
 
Just wondering about people's opinions on a couple of modern civs, to give this thread a bit of life after the migration.

DISCLAIMER: This doesn't mean any of these are planned in any way.

Emirate of Kuwait
Leader: Jaber Al-Ahmad Al-Sabah
UA: The Almighty Petrodollar
For every 4 copies of a strategic resource traded to another major civilisation, receive +1 :trade: international trade route and +1 :c5gold: gold from desert tiles (Up to a maximum of +4 :c5gold: gold). Receive Double oil quantity.

UB: Refinery (Replaces Factory)
The refinery, unlike the factory it replaces, grants +1 :c5production: production to all desert tiles and +2 :c5production: production and :c5gold: gold on sources of strategic resources. Upon researching biology, cities with a refinery receive a free Oil resource.

UU: Sambuq (Replaces Caravel)
The Sambuk is slightly :c5moves: faster than the Caravel it replaces, but also slightly :c5strength: weaker. Furthermore, upon sending or receiving a :trade: trade route to or from another major civilisation, receive :c5production: production towards a Sambuq. (Provided you can construct them)

Republic of Poland
Leader: Lech Wałęsa
UA: Solidarity
Workshops, Windmills and Factories yield +1 :c5production: production for every point of local :c5happy: happiness in this city and trigger a 'We Love the King Day' when constructed. Engineers yield +1 :c5happy: local happiness during 'We Love the King Day'.

UB: Związek Zawodowy (Replaces Zoo)
The Zwiazek Zawodowy has a slot for an :c5production: engineer specialist, unlike the Zoo it replaces, which negates its maintenance cost when filled. In addition, the length of We Love the King Day is increased by 1 turn for each :c5production: engineer in cities with a Zwiazek Zawodowy.

UU: PL-01 (Replaces Tank)
The PL-01 is significantly more :c5production: expensive than the Tank it replaces, but receives a unique promotion 'Thick Armour' which reduces the damage received from gun units by 25%. If fortified, the PL-01 also grants this promotion to any adjacent units.
 
Top Bottom