Brownsfan02
WWII Buff
when i play as the Phonecians and i try to build a bireme the game crashes, this is pretty annoying as i am trying to colonize africa as them
I'm using Paint.net (take a look at my profile ) and unless I'm not reading you correctly you can select any area and move the content... (You would be leaving transparent pixels in the wake, though. Unless you use layers, of course.) The tool you need is called "Move Selected Pixels". Not to be confused with "Move Selection", I might add.On another note: Does somebody know a tool that can edit .tga files and is able to do the simple task of selecting a rectangular area inside that file and move it by one or two pixels? GIMP and Paint.net won't allow me this, it seems, or I'm to stupid to figure out how. I can't fix the Civ name display bug otherwise
There's no Pacifism, there's Secularism, and it feels very appropriate.Sadly there are few pacifists in history and tying it to a religion seems weird
The Pantheon and Parthenon are actually quite different things (but I wasn't aware of the fact for a long time either). It gives GA points because it's a rename of the Leaning Tower For the similarity of their effects, that will be changed in 1.3, most likely. Read more below.Oops sorry I misread. One is pantheon, another one is parthenon (facepalm).
Anyway, looking at the fact that they are THAT similar, don't you want to tweak them to be more interesting?
For starters, why does Pantheon give GA points? Shouldn't it give great prophet points instead?
I guess I should rename the associated adjective then, too.P.S> I think I've seen a bug though. There was an event about good "confucian wedding between phoenicia and babylon", while they are zoroastrians (it should say "zoroastrian wedding").
This was already mentioned by others, currently my apparent inability to use paint.net on TGA files prohibits a fixAlso they have no "zoroastrianism" icon next to their names, but their names are shifter to the right. Can it be caused by a broken zoroastrian icon (not holy city, that one is ok)?
I was also quite disappointed when I noticed that. Carthage already has a settler map value of 700 (maximum), so there's nothing I can further do to encourage the AI to settle there. Possible solutions:Ah, this looks very great! Big thanks to everyone participating in making this. I've only played three games so far, but 2/3 the Phonecians settled their second city in Italy, and after that city flipped to the Romans, they were stuck with only Sur, and collapsed in one game, and got conquered by the Arabs in the other. Guess they need to always settle Carthage as nr 1 city, if we're going to make them start in Sur - I like the idea, and can see its potential, but we need to work/playtest some more, with regards to their settling and AI in general, it seems.
I will likely introduce some new wonders with 1.3, and the Sphynx will lose its overpowered effect in the course. Most likely it wil then allow unlimited artists, to make the traditional Stone Henge -> Caste System gambit for culture for some UHVs possible again. Its current effect will move on to the Parthenon, which will allow all government civics, so no Pantheon/Parthenon confusion anymore, tooThe ability to run Socialism early through the new Stonehenge-wonder seems a bit owerpowered though - more upkeep yeah, but unlimited engineers everywhere? And also I disagree with Monarchy disabling a state religion - that seems a bit unhistorical, and unrealistic.
To be honest, I don't want to deal with the effects medieval corporations have on the economy of that period, although I like NerfCothon's mod a lot. If you have any criticism on the current corporations over-/underpowered, feel free to say so.Also, I think you should really consider including NerfCothons excellent mod: http://forums.civfanatics.com/showthread.php?t=328203 - the corporations there are awesome, and for me including them here makes a lot of sense, instead of putting something together from scratch.
Fantastic!But I like this all a lot Will have some more comments after playing more games
That's not a problem anymore. I changed Aristocracy's requirement to Code of Laws somewhere between 1.0 and 1.22, but forgot to document it. But I guess that one killed two birds with one stone- Code of Law (It's a central tech but if you don't go for Confucianism this one lost a lot - problem
+ Monarchy (Wine and now 2 civis which are both great and work together - problem
I would rather have plague turned on again, and tried to do so, but somehow it didn't return. This one still irritates me.- Medicine (It stops plagues (which you turned off) and gives you hospitals, but it's a dead end too - might be a problem)
Well, I don't consider Autocracy an equivalent of Nationhood, it simply got its effect (and is unlocked by Nationalism because many non-monarchist autocratic rulers used a national cause as their source of legitimacy).Nationhood: This is bad. But it was bad before, because everyone used free speech and it's harder to get! The emergence of nation(states) was the defining political development in the 19th which culminated in the 1st World War. We still have the tech, but you basically lose the concept of national sovereignty. Calling it Autocracy is another problem, because the idea of a nation was strongly linked to ideas of democracy (french, german, english revolutions).
Oh there's much left of it! Two, maybe three entire civics: Socialism and Capitalism.Emancipation: I think this is a Problem too, because there is nothing left of it in the game and this is politicly, economically and culturally too important.
The effective difference is rather small: people legally bound to their masters to do their work. The main difference is on the rights of these owned people, and I don't think this difference is sufficient to justify two different civics (what should the other effect be, anyway?). The common picture associated with Slavery (contributed by the game sounds no less) of being mainly about people being whipped to death to complete a monumental building is wrong, though. Most slaves worked on farms, and they also had educated jobs like artists or teachers - either way, most slave owners had an interest in their slaves staying alive.Serfdom:
Slavery and Serfdom are very different concepts and representing the servitude with sacrificing population seems very questionable to me.
I know. I have replaced it mostly because its effect directly contradicted what a caste system means: people assigned to their jobs because of birth, not of ability. How should that translate into increased social mobility, which manifests as unlimited specialists ingame?Caste System: I don't know a lot about caste systems, but thats because I was raised in the western hemisphere. I don't know how important it was in Asia, but we should be careful about an even stronger western focus.
Well, Firaxis' Environmentalism was weak in gameplay and is no real economy civic (you can have State Property or Free Market running simultaneously to it without contradictions). The only reason for it to be in the game was political correctness, so my political incorrect mindset told me it had to goEnvironmentalism: I think this should be represented in the game, but as long as one can mine coal, pump oil, etc. without depletion there is no need for it.
Agree here. Pacifism never played any role for the major powers this game is about.Pacifism: Sadly there are few pacifists in history and tying it to a religion seems wired, more like a personal philosophy than a state policy. We could interpret it as favouring peace, but not going to war is basically the same.
I'm already looking forward to see your conclusionsEnough for now... Next time I will talk about common combinations before and after the mod and give you some ideas what I would change.
Secularism is more my equivalent to Free Religion (no more than a rename). Pacifism has no direct replacement, althout CIVIC_PACIFISM in XML is used for the Pantheon civic, I think.There's no Pacifism, there's Secularism, and it feels very appropriate.
That's awesome! I played some years into the Middle Ages (much after 1300 AD) and got none, but that seems to have been bad luck then. Can someone confirm this for the 600 AD scenario, too?By the way, the plague IS in. It just hit me around 300 AD.
Probably, didn't have the time to check because I had to write lengthy response posts You'll get an answer during the evening (GMT+1 here ).Yeah I don't know when I have time, but I was going to review what was lost and never there from a gameplay and a historical/political standpoint.
By the way did you get the mail I send to you?
I had to find a catch-all term for this concept, and Serfdom seemed to be a more universal term than Slavery to me. If you know an alternative, I'd be glad to hear it.
Could do it, in English at least.What about maybe "Servitude"? Just off the top of my head
Okay, then I will make units immune in 1.3.played a couple of games in 600AD scenario - the plague is definately in and killing units as well
We would have to test that. My main concern is that plague doesn't hinder the AI too much (as a player you can easily escape it anyway).I would be happy if it wounded units, not killed. I went from top military position to the lowest one. I had a few level 6 units (pikemen, knights) and a lot of level 4 units, and I was left with one warrior I kept to add happiness and one longbowman.