Not quite sure why this is at the moment, but I'll investigate. It's a good point that the "free" shrine costs maintenance; perhaps I'll pull the Yeshiva back to Water Deities and make it an upkeep-free improvement that appears in the first four cities.Edit: I should also note I did get the "free" shrine in my capital, but it was not free ... it was automatically placed in my capital, but it cost maintenance.
Edit 2 (Well, just didn't want to spam): I downloaded the updated version of the mod, started up an Israel game, and ... now I didn't even get the free shrine in my capital upon discovering Water Deities lol ... so, I don't know what happened I still have no mods installed apart from this one.
I've been playing the mod for about a week now and I love it. I do have a suggestion though. I think trapping should either be made into a first tech or placed after woodworking. Also loading up a late start I noticed the Trireme and Quinquereme cost the same, the Quin should be more expensive. Finally the questions. Why are gold and silver revealed so late instead of at mining. Also it seems like certain resources are rare that shouldnt be, like wheat and salt. Though that is from playing only a few maps including modded mapscripts. Keep up the great work.
Thanks for the comments. I appreciate the thoughts about moving the techs around, but it would lose the balance it has if I did that. I've tried various formations prior to uploading the first version of the mod and trust me, this way does work and flow best. The trireme and quinquereme cost the same in the mod because they are discovered at the same time and are essentially the same strength, though one is a melee unit, the other a ranged unit. There is, however, a possibility of changing this so that there's another line of units between receiving these and the next step up, which doesn't come until Navigation. That could mean the trireme staying where it is and the quinquereme being an upgraded version of it and this being the melee line, then two other ships being their ranged counterparts. If I did this, probably I'd give the Byzantines a unique building and use their dromen as the ranged unit prior to the galleass.
Gold and silver are where they are because firstly, whilst they've always been around, they wouldn't have been recognised as valuable metals at the dawn of time, this came later. From a modding point of view, it's also good to introduce two new luxuries at the mid point in the game and these were good candidates.
Yes there is - as per any civ game. Simply highlight the happiness icon in the top panel and it tells you what it's made up of - including the luxuries, which it lists.Is there a easy way to tell how much luxury resources you have?
That's not as it should be then! I've checked and seem to have that policy set up wrong! I've corrected it now, so thanks for the heads up!In my version 7 game with no other mods I can get medics without owning citizenship and battlefield medicine. Is this a bug? Thanks for a great mod.
I really appreciate you guys testing the mod for me. Could I ask you comment on the website as well please?