This artillery behavior is only in this mod, in historical version kiwitt decreased accuracy to I think 15%, in standard civ 4 artillery has only city defense bonus bombardment. I think this is broken balance, AI could understand it better and produce and place artillery wisely.
A few problems with 1.07 version of this mod.
The 1st. one is a problem with nationalist spanish unit displacement. I cannot attack republican spanish colonies because that barbarian city spawned in there (I have peace with barbarians, I cannot have open borders with france nor declare war with...
Errors start appearing every turn between 2 saves in this zip file. I think that's because The Forge civilization is destroyed.
Also I encountered "civilisation" instead of "civilization" somewhere, but I can't find this error in text from this mod because there are so many text files.
Planetary...
This mod has modification(ff+kek-mod) and 1.9 version, it wasn't announced here. I am not it's creator. They can be found here: https://forums.civfanatics.com/forums/civ4-final-frontier-plus.387/
I think this modmod should be announced here https://forums.civfanatics.com/threads/final-frontier-plus.351012/page-32 because some people may think that final frontier + isn't developed for 8 years, and don't know about this.
Also I have a question- why were starbase missiles production...
I get a python error when this save ends loading. Attached save and python logs. I have noticed that AI is doing quite bad compared to me, maybe that's just because I'm Avovers or they build many military units because aggressive AI setting is on.I'm using FF+ Kek-Mod v0.22 alpha.
Galleon can transport galleons? Interesting, but I'm aware that galleon could go to city, unload galleons and unloaded galleons could have full move points and repeat this indefinetely, so they will only be stopped by more than 5 tile gap between cities (not always, they may have more movement...
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