Beta Release 2

What in your opinion would be a better tech to use for plantations, and what would its prerequisites be?

How's this one:
Spoiler :

<TechInfo>
<Type>TECH_IMPROVED_FARMING</Type>
<Description>TXT_KEY_TECH_IMPROVED_FARMING</Description>
<Civilopedia>TXT_KEY_TECH_IMPROVED_FARMING_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_IMPROVED_FARMING_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>138</iCost>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<Era>ERA_ANCIENT</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>8</iAsset>
<iPower>2</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>1</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>0</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>1</iGridX>
<iGridY>9</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<bRiverTrade>0</bRiverTrade>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>4</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_DUALISM</PrereqTech>
<PrereqTech>TECH_RITUALISM</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_AGRICULTURE</PrereqTech>
</AndPreReqs>
<Quote>TXT_KEY_TECH_IMPROVED_FARMING_QUOTE</Quote>
<Sound>AS2D_TECH_GENERIC</Sound>
<SoundMP/>
<Button>Art/Interface/Buttons/techtree/improved_farming.dds</Button>
</TechInfo>
 
Keep up the good work darque :cheers:
cannot build cuirassier maybe move to gunpowder is superseeded by cavarly as cuirassier requires cavarly tactics
should get xbowmen earlier
under feudalism u have 2 castles
ship of the line u can get b4 a frigate SOTL dosnt need alchemy IMOH if a frigate needs alchemy so does a SOTL
with the UU is there anyway in which they will have there required resource available to them. 3 time i have played the dwarfs never had pigs
my thanks go out to all u gr8 modders :bowdown:
These bugs reported by coppertop will be added to the todo list.
 
So, just curious. When exactly is the release date for Beta 2? Cuz I'm very excited for it.
 
Cool. When the college year is over, I'll jus have to w8 a month or two. I like that. By the way, is June definite?
 
Ok. Cool. Ty, man. By the way, if you want someone to play it when it's near completion and tell you the bugs, find me please. Ya know, figure the more people play it then, the more bugs you find and the more quickly you find em.
 
That is pretty detailed tho, which makes it hard to do the model for it.
 
Darque said:
Draegloth

Could I have some info on this unit please? Wat is a Draegloth? And wat is the lore behind it? Wat era is it available in? Etc.
 
Read about draegloths at http://forgottenrealms.wikia.com/wiki/Draegloth

I think I will make them available with the Fanaticsm tech, if there is a Dark Seldarine temple in the city, and if the state religion is Dark Seldarine. Also, I will only allow 1 Draegloth per civilization (National unit)
 
Ok, cool. I like that idea. Sounds like they'll be pretty strong then if ya can only build 1.
 
Yeah, very good. Lookin forward to it.
 
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