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King
- Joined
- Jan 7, 2009
- Messages
- 620
Thanks pyccos. I like the 1 value more as well. The problem here though is that if we change it back, there will be a lot of entries that have to change back as well. It's possible that we will revert it at a later date. Does anyone really like the 5 yield system?
@Doc and zspace: I still couldn't replicate what you all had. Here are a few quick milestones in my very short game.
It is possible that if I had expanded more my science would be higher, but I would still be no where near Modern. It seems that I bugged the resource placement on the quick update added today, so I will need to fix that, but otherwise everything seems to running fine. I can't see how you teched so fast.
**EDIT**
For everyone who downloaded the mod posted today on the OP (version 1.25), you will find that the resource generator does not work. To fix this, insert these lines
in the modino file, located at Documents/My Games/Sid Meier's Civilization 5/MODS/Community Call to Power Project (v1)/Community Call to Power Project (v1). Put these lines after the </Actions> line but before the </Mod> line, like so:
I figured this would be easier than having to download the whole mod again. I will, however, post the corrected mod to the OP again, so if you want to take that route check back in about 30 minutes. Sorry for not checking it before posting.
@Doc and zspace: I still couldn't replicate what you all had. Here are a few quick milestones in my very short game.
Spoiler :
I did a quick run using the same specifications as zspace's game.
Classical Era turn 24 Ai; 26 me (I had 6 science empire wide)
Medieval Era turn 67 AI; 81 me
Getting 8th policy at turn 95. +31c and bucket at 462 (3 cities)
Turn 100: Number of techs: 31, 28, 27, 25, 17 (me). Everyone in Medieval. Total empire science at 31 and that's with all of republic finished.
Classical Era turn 24 Ai; 26 me (I had 6 science empire wide)
Medieval Era turn 67 AI; 81 me
Getting 8th policy at turn 95. +31c and bucket at 462 (3 cities)
Turn 100: Number of techs: 31, 28, 27, 25, 17 (me). Everyone in Medieval. Total empire science at 31 and that's with all of republic finished.
It is possible that if I had expanded more my science would be higher, but I would still be no where near Modern. It seems that I bugged the resource placement on the quick update added today, so I will need to fix that, but otherwise everything seems to running fine. I can't see how you teched so fast.
**EDIT**
For everyone who downloaded the mod posted today on the OP (version 1.25), you will find that the resource generator does not work. To fix this, insert these lines
Code:
<EntryPoints>
<EntryPoint type="InGameUIAddin" file="Terrain/New Resource/AddNewResource.lua">
<Name>New Resource</Name>
<Description>New Resource</Description>
</EntryPoint>
</EntryPoints>
Code:
</Actions>
<EntryPoints>
<EntryPoint type="InGameUIAddin" file="Terrain/New Resource/AddNewResource.lua">
<Name>New Resource</Name>
<Description>New Resource</Description>
</EntryPoint>
</EntryPoints>
</Mod>