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History in the Making II: Brave New World Edition 2016-10-05

Without Crosby & Malkin? Good luck, Pens. Not that we don't also miss Markov, Gorges & Spacek -- lately.

The Canes just lost a key game while The Sabres zooms right by.
Down the wire... as usual!

We've been hurting, no doubt. But the Pens have been managing to hold their own, and we got Kunitz back in the lineup, and that helps. Orpik should be back soon, too (hopefully). Only two points behind Filthadelphia!

See you Saturday on the ice. May the best goalie strike a pose! :lol:


Alright, i'll fuse them both together or somethin'. :D

Sounds good, I look forward to it! :goodjob:
 
It's now up in the first post of LeoPaRd thread... along with 5 others. I would have joined a thumbnail here for you but since CFC hasn't fixed their site flaws for U/L of attachments, click below if you're curious.

Filthadelphia!
:D We have MapleThiefs of our own about 500Kms south-west!

Sadly, head concussion & fractured vertebrae last evening for Pacioretty on a weird board hit by Chara... the NHL didn't suspend him claiming he has a good conduct record. Yeah, right. One key offensive winger less for us.
Murphy, Campbell & Bettman should be sued by fans for freaky incompetence & absolute irrationality, after all we pay their salaries.
 
Lovely Mod,

I like the limited resources, I like the technology 'pace' overall, I like the AI. Minor points :

- Museum does nothing but cost 3 maintainence.
- Some wonders do not reduce culture cost correctly
- I can't build wall street (insists stock exchanges are still required when all have been built)
- Adopting protectionism does not work (luxy resources do not convert to happiness)
- Nuclear Missiles cannot be moved / rebased

I KNOW it is a Civ 5 limitation, but a sensible UN where you can vote and similar is badly needed. It would be amazing if something could be modded to that effect.

Thanks!
 
Lovely Mod,

I like the limited resources, I like the technology 'pace' overall, I like the AI. Minor points :

- Museum does nothing but cost 3 maintainence.
- Some wonders do not reduce culture cost correctly
- I can't build wall street (insists stock exchanges are still required when all have been built)
- Adopting protectionism does not work (luxy resources do not convert to happiness)
- Nuclear Missiles cannot be moved / rebased

I KNOW it is a Civ 5 limitation, but a sensible UN where you can vote and similar is badly needed. It would be amazing if something could be modded to that effect.

Thanks!
Guided missile cannot be moved/rebased too in my game. Can you?

And I agree with the UN. I don't think it should function as a means for Diplomatic Victory at all. I even wonder how many people opt for a diplomatic victory.
 
It's now up in the first post of LeoPaRd thread... along with 5 others. I would have joined a thumbnail here for you but since CFC hasn't fixed their site flaws for U/L of attachments, click below if you're curious.


:D We have MapleThiefs of our own about 500Kms south-west!

Sadly, head concussion & fractured vertebrae last evening for Pacioretty on a weird board hit by Chara... the NHL didn't suspend him claiming he has a good conduct record. Yeah, right. One key offensive winger less for us.
Murphy, Campbell & Bettman should be sued by fans for freaky incompetence & absolute irrationality, after all we pay their salaries.



Dude, those are AWESOME! :eek: I love it... mind if I use the HiTM one as my avatar? :D

One small request... do you think you could put a lower-case "i" in there? I don't mean to be nit-picky, but HiTM is the abreviation I normally use (it's kinda stuck after all these years). If not, then that's OK, too... I certainly will not complain! :goodjob:

I saw the hit on Pacioretty... ouch. He could have been paralyzed, thankfully he didn't. Maybe Chara didn't mean to hit him that way, who knows? But fair is fair... he should have been suspended. If Matt Cooke was the one who hit Paci, the league, players, fans and everybody else would be calling for him to be fired.

I always thought Chara looked like a giraffe on ice stakes. :p

Lovely Mod,

I like the limited resources, I like the technology 'pace' overall, I like the AI. Minor points :

- Museum does nothing but cost 3 maintainence.
- Some wonders do not reduce culture cost correctly
- I can't build wall street (insists stock exchanges are still required when all have been built)
- Adopting protectionism does not work (luxy resources do not convert to happiness)
- Nuclear Missiles cannot be moved / rebased

I KNOW it is a Civ 5 limitation, but a sensible UN where you can vote and similar is badly needed. It would be amazing if something could be modded to that effect.

Thanks!

Guided missile cannot be moved/rebased too in my game. Can you?

And I agree with the UN. I don't think it should function as a means for Diplomatic Victory at all. I even wonder how many people opt for a diplomatic victory.

With Version 4, I'm doing a little changing of things. I realize the missiles aren't working correctly, and I have a plan to fix that. Protectionism... now called "Free Market" no longer gives extra :) with luxury resources. It gives a bonus to trade routes instead. I'll look in to the Museum thing. With Wall Street, it looks like if you put the Prerequisite number of building required to a certain number (5 for example), it will add extra buildings based off of the difficulty level (5 base + 3 for difficulty, for example). Definately not what I intended. I will look into changing this.

I am also re-working the Policies again. I wasn't happy with how they turned out. They were a little "rough" around the edges. With the new options the March patch gives us on Policies, I was able to get a little more creative with them. So expect more Policy changes with Version 4. :D
 
I saw the hit on Pacioretty... ouch. He could have been paralyzed, thankfully he didn't. Maybe Chara didn't mean to hit him that way, who knows? But fair is fair... he should have been suspended. If Matt Cooke was the one who hit Paci, the league, players, fans and everybody else would be calling for him to be fired.

I always thought Chara looked like a giraffe on ice stakes.

Nice to see fellow hockey fans here in the forum:) Kings fan myself surrounded by Canucks fans in Vancouver. I also always thought Chara looked like a giraffe - it's that long neck of his.
 
Good to hear you're working on v4, Grave. Can you look into policies not correctly enhancing culutre/gold too. I'm not certain but I do have the idea that some policies that should yield a cut in expenses or a boost in culture don't do anything. If it matters: I play on Prince level.
 
Sorry for this double post but before I forget about it:

Guided missiles aren't "fire and forget" in your mod and they even gain experience after a strike. One that never yields a promotion though.
Sadly stealth bombers gain promotion too but this can never be applied. No problem with normal bombers though.
 
That sounds like you want the resource depletion mod that was released for Civ4. It's a nice feature indeed but I think it affects the game differently. Now iron is "used up" when you build a unit or building that requires it. You get it back when you delete that unit or building. If your Iron Ore mine closes in the mean time, do you still get your iron back?


sorry took a few days to get back on here been building a new PC to hopfully get this game to run a bit more smoothly.

I dont want every resource to be able to be used up, just the ones that use a mine/quarry. the livestock ones, like horses, and Ag ones should never run out. Some like wine and silk should require a building for making them as they dont come out of the field ready to go. trying to remember all the resources from memory right now as i dont have the game back up yet.

Glad to hear your working on another upgrade Grave:). as long as you keep doing such an awesome job on this i wont have resort to modding again for V lol:lol: . id rather play than write, most of the time anyway, ;)
 
So why require a "building" for wine/silk/whatever else falls under your umbrella when they already require a plantation to be built on the tile. That's enough turns of work, I think. As far as iron, etc, being used up, I think the vanilla rules cover that rather nicely for the most part. Iron becomes useless in Industrial Era outside this mod, and even in HiTM, you have to have a factory to build a Steel Mill. After that, no real application for iron, and it makes sense when you consider how steel production progresses during the industrial era. What I'm waiting for is the capability in the modern age to effectively ignore aluminum requirements, as bauxite refining is advanced enough now that aluminum is plentiful. Not exactly a scarce resource. Vanilla was just being a bit silly there.
 
So why require a "building" for wine/silk/whatever else falls under your umbrella when they already require a plantation to be built on the tile.
Because as I suggested: you don't grow bottles of wine on a vineyard. You grow grapes, that can be good for your health just as they are but can also be turned into wine.

Do you dislike the way Civ5 offers Premium Beer to a civilization too? You need wheat for it in your "city cross" and then build a brewery (followed by Oktoberfest with enough breweries).
 
It does seem a bit much to me, but it is a nice way to get happies from a bonus resource instead of getting extra happies from what is already a luxury. Breweries are worth the hammers. Requiring specific buildings for things that are already luxuries seems like too great an investment of hammers given the length of the game and the existing mechanics. Breweries, to me, act more like circuses in that they allow luxury-deprived civs a way to break even on happiness at a cost of hammers. I always figured that the processing of luxuries is subsumed in the cost of building the plantation improvement.
Your suggestion is a good one for a different sort of complete conversion mod than what HiTM currently is, though. What you're suggesting would require further rework of the core rules in a different manner than HiTM currently does. But, hey, if you want to modmod it in, I'd be willing to give it a shot.
 
Have you played HiTM for Civ4? Then you should know what Grave is capable of :p.
 
HISTORY IN THE MAKING II VERSION 5.0 HAS BEEN RELEASED!



Below is the change log for Version 5.0:
Spoiler What's New? :

===============================================
HISTORY IN THE MAKING II (v5)
===============================================

BUG FIXES:
- Fixed typo error that named Communism as Planned Economy
- Fixed typo error for Opera House broken Help tag
- Fixed Hospital Strategy text to inform players it requires an Aqueduct
- Fixed bug that gave Slaughterhouse +1 Gold per Cow, instead of +1 Food
- Fixed bug that incorrectly gave Zoo a Science bonus to Fish instead of Whale
- Fixed bug where Offshore Platform did not provide +2 Gold with Oil
- Fixed bug where Mine did not provides +2 Production with Uranium

DLC CONTENT:
- Supports Polynesia DLC content

TECHNOLOGY CHANGES:
- Rebalanced Tech costs
- Advanced Ballistics (instead of Satellites) provide free Guided Missile if you are the fist to discover

TILE IMPROVEMENT CHANGES:
- Improvement Resource yields further rebalanced back to Civ IV levels
- Plantation no longer gives Food bonus with Fertilizer
- Lumbermill now reduces Food by -1
- Lumbermill now requires Machinery instead of Construction
- Removed Food bonus for Fishing Boats with Refrigeration
- Removed Science bonus for Camp with Ecology
- Academy now gives +1 Science with Physics and Penicillin
- Landmark no longer gives Gold boost with Mass Media and Printing Press
- Manufactory now gives +1 Production with Replaceable Parts and Robotics
- Customs House now gives +1 Gold with Economics and Industrialism
- Fort now requires Construction instead of Engineering
- Moai Statues now require Sailing instead of Construction
- Moai Statues now provide +1 Gold with Mass Media instead of Flight

EXISTING BUILDING CHANGES:
- Removed West Point National Wonder
- Removed Cathedral
- Opera House reverted back to vanilla Civ V settings
- Museum now provides 100% Culture in the city
- Granary reverted back to vanilla Civ V settings; removed Deer Food bonus
- Bazaar and Marketplace now longer give +2 Gold (still retains 25% Gold bonus)
- Windmill now provides +4 Production bonus; requires Workshop
- Workshop now provides +15% Production bonus when constructing buildings
- Factory no longer requires Workshop or provides +3 Production (still retains +25% Production bonus)
- Hospital reverted back to vanilla Civ V settings
- Monastery Maintenance Costs increased to 1 Gold
- Observatory Maintenance Costs increased to 1 Gold
- Stables only provide a Production bonus to Horse (removed Cow and Sheep)
- Harbor now requires a Lighthouse in the city
- Seaport now requires a Lighthouse in the city
- Hydro Plant now requires Water Mill
- Arsenal now requires a Forge in the city
- Military Base no longer defensive building; now provides +20% XP for ALL military units; requires Armory
- Military Academy no longer provides XP; now increases the changes a unit creates a Great General during combat
- Ironworks PreReqTech now Metallurgy; raised Production to +10; now requires 2 Iron
- Casino no longer gives +3 Gold (still gives Natural Wonder gold bonus)
- Jail now produces +1 Production to every mined strategic resource (instead of +2)
- Zoo Maintenance Costs lowered to 1 Gold
- Slaughterhouse now requires a Granary
- Steel Mill PreReqTech now Steam Power; now provides +5 Production; Cost increased to 800
- Sydney Opera House now requires an Opera House in the city

EXISTING UNIT CHANGES:
- Removed ICBM (for now... needs work)
- Nuclear Missile reverted back to vanilla Civ V settings
- Trebuchet now obsolete with Metallurgy
- Work Boat PreReqTech is now Fishing
- Anti-Tank Gun now requires Iron
- Anti-Aircraft Gun now requires Iron
- Atomic Bomber no longer requires Nuclear Fission
- Stealth Bomber should now gain Promotions approperiately
- Guided and Nuclear Missiles no longer gain experience
- Marine now costs 425 Production; Combat strength increased to 42

POLICY CHANGES:
- Changed "Free Market" to "Capitalism"
- Capitalism now provides +1 Gold per Trading Post
- Tradition now increases the Growth rate of the Capital by +33%
- Aristocracy now provides a free culture building in first four cities and provides +3 Culture in Capital
- Legalism now reduces Unhappiness in the Capital by 50% and +1 Happiness per Courthouse
- Oligarchy now provides +1 Gold for every 2 Citizens in the Capital
- Monarchy now provides +25% Gold in the Capital.
- Liberty now increases the rate of border expansion in cities by +25%
- Republic now provides a +20% Production bonus when constructing buildings
- Citizenship reverted back to vanilla Civ V settings
- Representation reverted back to vanilla Civ V settings
- Warrior Code now provides no Gold maintenance for garrisoned military units
- Mandate from Heaven now provides +20% Production when constructing World Wonders
- Theocracy now increases the Culture output of cities with a World Wonder by 100%
- Commerce now provides +25% Gold bonus to trade routes
- Trade Unions now reduces the amount of Gold to purchace items in cities by +25%
- Mercantalism now provides +1 Happiness per luxury resource
- Free Thought now receives +50 Culture for each new Technology researched
- Freedom now provides +1 Culture per turn and +1 Culture per cultural improvement
- Constitution now provides +20% City Defense bonus; +100% Garrisoned City Range Strike Modifier
- Civil Society now reduces the Unhappiness AND Food from Specialist populations by half
- Universal Suffrage now reduces the Culture cost of future policies by 25%
- Nationalism now provides 5% Culture for each enemy unit killed
- Fascism now reduces Unhappiness in non-occupied cities by 50%
- Order now reduces unhappiness by number of cities by +50%
- Communism now provides +3 Production and +3 Food per city




===============================================
HISTORY IN THE MAKING II (v3)
===============================================

BUG FIXES:
- Fixed Runtime Error CTD when attempting to load save game

TERRAIN CHANGES:
- Base Terrain yields similar to Civ IV (removed Hill Yield changes, mainly)
- Terrain Features similar to Civ IV
- Fallout has a Defense penalty of -25%

GLOBAL DEFINES:
- Restored Research Agreement Timer to vanilla settings




===============================================
HISTORY IN THE MAKING II (v2)
===============================================

BUG FIXES:
- Fixed bug where Tech Tree would not display correctly if you did not have all of the DLCs
- Oil no longer requires Biology to properly access
- Robotics Help Text properly shows it also requires Industrialism
- Stealth Help Text properly shows it also requires Electronics
- Public School Help/Strategy Text properly shows it requires Library
- Barbarians can no longer build new HiTM2 World Wonders
- City graphics no longer dissapear when a World Wonder is constructed
- Fixed typo error for Discipline's Help text to show correct amount of Combat Stregnth bonus

TECHNOLOGY CHANGES:
- Increased the cost of all Technologies by 25%
- Philosophy no longer provides a free Great Scientist
- Scientific Theory now provides a free Great Scientist

GLOBAL DEFINES:
- Reduced Research Agreement Timer to 15

ERAS:
- Research Agreements get more expensive for each new Era

IMPROVEMENT CHANGES:
- Improvement Resource yields restored back to Civ IV levels
- Mine Hillside Yield increased to 1
- Customs House base Yield increased to 5
- Manufactory base Yield increased to 5
- Landmark base Culture increased to 5

RESOURCE CHANGES:
- Raw Resources yields similar to the way Civ IV was

NEW BUILDING CHANGES:
- Jail now gives production boost to mined resources instead of production per population boost

EXISTING UNIT CHANGES:
- Giant Death Robot now requires Uranium AND Aluminum
- Missile Cruiser now requires Aluminum AND Uranium
- Gunship now requires Aluminum AND Oil
- Guided Missile PreReqTech is now Advanced Ballistics

EXISTING BUILDING CHANGES:
- Stonehenge PreReqTech now Priesthood
- Monument PreReqTech now Calendar
- Granary functions similar to it's Civ IV counterpart
- Hospital provides +20% Food
- Factory reverts back to requiring Coal instead of Iron
- Replaced Coal Plant with the Steel Mill

NEW BUILDINGS:
- Steel Mill

POLICY CHANGES:
- Included parts of Fewer Poor Policies by Thalassicus
- Changed the structure of many Policy trees
- Trade Unions now increase the Gold output of Trading Posts by 1
- Military Caste now increases the Combat Stregnth of cities by 33%
- Nationalism is now an Autocracy Policy, increases military unit production by 33%
- Populism is now an Order Policy, gives newly founded cities an extra population point
- Order Policy Branch cannot be active with Commerce, and vice versa
- Landed Elite now reduces the cost of buying Plots by 50%
- Piety now reduces the amount of Happiness required for a Golden Age
- Constitution now has a Policy Cost Modifier of -25%
- Free Speech now increases Culture per turn equal to the amount of excess Happiness
- Fascism now reduces Unhappiness in non-occupied cities by 33%
- Total War now increases the amount of strategic resources by +100%
- Free Thought now gives +10 Culture per new Technology researched
- Representation now increases the Culture of a city by +2
- Republic now reduces Plot Culture costs by 2/3
- Freedom now reduces the Culture cost of Policies by 25%
- Civil Society now reduce the Unhappiness from Specialist populations by half
- Universal Suffrage now halves the amount of food Specialists consume
- Socialism now reduces the maintenance costs of roads/railroads by 25%
- Planned Economy now reduces the maintenance costs of buildings by 25%
- Communism now reduces the Unhappiness from number of cities by 50%
- Trade Unions now increase the Gold output of Trading Posts by 1
- Protectionism now renamed Free Market, gives +25% Trade Route bonus
- Mandate from Heaven now increases the Culture out of cities with a World Wonder by 100%
- Theocracy now gives wounded units a +25% combat attack bonus
- Citizenship now gives 33% Worker production increase




===============================================
HISTORY IN THE MAKING II (v1)
===============================================

DLC CONTENT:
- Supports Mongol, Babylonian, Incan/Spanish DLC content

TECH TREE CHANGES:
- Completely redesigned to reflect historical accuracy (as much as possible)
- Several buildings/units have updated PreReqTechs to coincide with TechTree changes
- Many Techs offer free units and Great People when you are the first in the world to discover them

NEW TECHNOLOGIES:
- Fishing
- Priesthood
- Textiles
- Fermentation
- Literature
- Feudalism
- Distillation
- Industrialism
- Genetics
- Artificial Intelligence
- Theory of Everything

CIVILIZATION CHANGES:
- Each Civilization now starts with a second "starter" tech, in addition to Agriculture:

- America The Wheel
- Arabia Calendar
- Aztec Calendar
- Babylon Mining
- China Mining
- Egypt Calendar
- England Fishing
- France The Wheel
- Germany Trapping
- Greece Mining
- Inca Trapping
- India The Wheel
- Iroquois Trapping
- Japan Fishing
- Mongolia Trapping
- Ottoman Fishing
- Persia Trapping
- Rome Mining
- Russia The Wheel
- Siam Calendar
- Songhai Mining
- Spain Fishing

TILE IMPROVEMENT CHANGES:
- Lumbermills can be built in Jungles
- Penicillin Academy +2 SCIENCE
- Scientific Theory Academy +2 SCIENCE
- Ecology Camp +1 SCIENCE
- Economics Customs House +2 GOLD
- Industrialism Customs House +2 GOLD
- Fertilizer Farm +1 FOOD
- Refrigeration Fishing Boats +1 FOOD
- Mass Media Landmark +2 GOLD
- Printing Press Landmark +2 GOLD
- Replaceable Parts Manufactory +2 PRODUCTION
- Robotics Manufactory +2 PRODUCTION
- Chemistry Mine +1 PRODUCTION
- Ecology Oil Platform +2 GOLD
- Globalization Oil Well +2 GOLD
- Biology Pasture +1 FOOD
- Genetics Pasture +1 FOOD
- Dynamite Quarry +2 PRODUCTION
- Fertilizer Terrace +1 FOOD

NEW RESOURCES:
- Hit Movies
- Hit Singles
- Hit Musicals
- Premium Beer

RESOURCE CHANGES:
- All resources now have a PreReqTech before they can be revealed on the map
- Marble provides +3 Gold instead of +2 Gold
- Gems provide +2 Gold instead of +3 Gold

NEW UNITS:
- Marine
- ICBM

EXISTING UNIT CHANGES:
- All unit costs reduced by 25% (Spaceship parts remain unchanged)
- Infantry requires Radio AND Rifling
- Paratrooper requires Radar AND Rifling
- Atomic Bomb requires Nuclear Fission AND Radar
- Cannons require 1 source of Iron
- Artillery require 1 source of Iron
- Trebuchet upgrades to Artillery instead of Cannon
- Frigate upgrades to Battleship instead of Destroyer
- Musketmen go obsolete with Dynamite instead of Rifling
- Fighters go obsolete with Stealth
- Ironclad go obsolete with Computers, and can upgrade to a Nuclear Submarine
- Battleship can updgrade to Missile Cruiser
- Destroyer requires Oil
- Jet Fighter requires Oil AND Aluminum
- Modern Armor requires Oil AND Aluminum
- Nuclear Submarine requires Uranium AND Aluminum
- Submarine requires Aluminum
- Nuclear Missile now functions more like a tactical nuclear weapon, range is 8, requires only 1 Uranium

NEW PROJECTS:
- The Internet
- SDI Defense

NEW WORLD WONDERS:
- Broadway
- Hollywood
- Rock n' Roll
- Area 51
- World Trade Center
- Cure for Cancer
- Oktoberfest
- Statue of Zeus

NEW NATIONAL WONDERS:
- West Point
- Wall Street
- Red Cross
- Holy City
- Harvest Festival
- Particle Accelerator

NEW BUILDINGS:
- Airport
- Brewery
- Cathedral
- Bomb Shelter
- Slaughterhouse
- Coal Plant
- Jail
- Casino
- Zoo

EXISTING BUILDING CHANGES:
- All building costs reduced by 25% (National and World Wonders remain unchanged)
- Statue of Liberty can only be built in coastal cities (like the Colossus)
- Only military buildings and national wonders are set to "NeverCapture"
- Arsenal now requires Armory instead of Military Academy
- Military Academy requires Armory instead of Barracks
- Public School now requires Library instead of University
- Research Lab now requires University instead of Public School
- Granary provides +1 extra Food with Wheat
- University no longer gives +1 Science for Jungles
- Medical Lab gives +1 Science for Jungles
- Research Lab gives +1 Science for water tiles worked in the city
- Mud Pyramid Mosque and Burial Tomb now require a Monument
- Workshop Production increased to +25% (was 20%)
- Factory consumes Iron instead of Coal
- Walls, Castles and Military Bases have Maintenance Costs associated with them
- Armory Maintenance Costs reduced to 2 Gold
- Oxford University now provides +25% Great Person generation rate
- Museum now produces +100% Culture output (like the Broadcast Tower used to)
- Opera House now requires Cathedral instead of Temple
- Broadcast Tower is now a Happiness building (+4 Happy). Requires a Theatre
- Stadium now requires a Broadcast Tower instead of Theatre
- Theatre provides +4 Happiness instead of +5
- National Treasury requires Bank in every city instead of Market
- Angkor Wat PreReqTech is now Education
- Palace now costs 200 Hammers to build
- Brandenberg Gate now generates points toward Great Engineer instead of Great Scientist
- Pentagon doubles the rate units produce Great Generals, instead of an Upgrade discount



You can download Version 5.0 from the in-game Mod Browser, or from CivFanatics here.




Enjoy! :goodjob:
 
Ah bummer, you removed West Point and Cathedral? I always like more buildings.
 
Good to see you back Grave and doing this again. I loved your mod for Civ 4 and then stopped playing when it wouldnt work anymore from silly ctd's. Will have to DL this one and give it a whirl!
 
This is a great mod an makes Civ 5 a vastly better game play experience.

But, that said, has anyone had the issue I'm seeing where after activating this mod and using only this mod the game will lock up and crash after a random long interval?

It does not happen if I play with just Civ 5 "vanilla" or several other mods I have tried.
I know some combos of mods are not compatible, which is why I tested just playing with History in the Making(latest version).

I followed the instructions and deleted the old History in the Making folder manually first before adding the new version.I have no paid for DLC's installed.My system has 16Gb of RAM and 1Gb video ram on a decent video card(Radeon 6900x series) and I ensured no resource intensive processes were running in the background. The issue is puzzling and annoying as I have to save frequently.Any ideas?
 
I'd like to play this mod but i cant because of the broken tech tree.
Can anyone post an image version of it ?
Or even a text version ?
Or can you ask Decimatus from the Call to Power mod ? His tech tree works fine.
 
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