Fresol
Angry Halfling in Green
- Joined
- Jun 19, 2011
- Messages
- 2,207
Try the welcome thread instead.
Try the welcome thread instead.
But they both have settler maps, don't they?Remember though that they are disabled for the AI for a reason, so don't expect too much. Polynesia for instance won't make much of an effort to settle.
Yes, now I see that some Civs agree to pay for them. Thank you for explanation! This is a great idea. Also now Portugese complete their Trading Company and I had to give them two of my cities on the East African coast, because it's not possible to withstand such big army as they brought. Nice idea as well. Historical reality.
Yeah, you have to wait for a bit as Congo, as the Europeans are only willing to pay for slaves once they have settled the New World because they cannot use them in Europe.Yes, now I see that some Civs agree to pay for them. Thank you for explanation! This is a great idea.
Sure, they are identical with their stability maps after all. Polynesia apparently needs more to compel them to settle another landmass though.But they both have settler maps, don't they?
def getAlreadySwitched( self ):
return sd.scriptDict['bAlreadySwitched']
The easiest way to allow multiple civ switches is to edit Assets\Python\RiseAndFall.py and change
So that it says return False instead.Code:def getAlreadySwitched( self ): return sd.scriptDict['bAlreadySwitched']
Now I'm playing for Congolese Nation and one of my victory goals is a slave trade. But unfortunately slaves are cost nothing. Any other civilization's leaders did not give me anything for them. Also they are completely worthless, I can't add them as sity specialists or use them as slaves to make plantations. Something wrong here. However idea with slaves is very good, just make it work. I use latest version of the mod, downloaded just few days ago.
Thank you.
It's probably simpler than you expected.Code:def getAlreadySwitched( self ): return False