Recent content by Kapor

  1. K

    [MOD] MagisterModmod

    I am not sure if I have any relevant save file anymore, but what happened to me, in both games, is that when I cast Hope (and I think some other city spells), next turn my national stability was 0 in all cities. And explanation read that most contributing factor was Unyielding order (-100) even...
  2. K

    [MOD] MagisterModmod

    Wow, amazing work :)
  3. K

    [MOD] MagisterModmod

    Great :) For what it's worth, I didn't bother with caravans or merchantmen in neither of my two games. Thing is, to efficiently balance them, you either need to make them low cost - low reward, which makes it really tedious to move them around, or high cost - high reward. If you go with high...
  4. K

    [MOD] MagisterModmod

    Thank you for your responses and your time! And for considering and implementing my opinons. :) This sounds great and appropriate. What exactly are the benefits of their holy city compared to just religion being present? I'd love to hear from them, in general stability system is weird, but...
  5. K

    [MOD] MagisterModmod

    Some more observations from my playthrough: 1) Could disciple units also use enchanted weapons? Seems counter intuitive that my axemen lose enchanted weapons upon upgrading to paladins, while keeping their Iron weapons. Ideally, all units that can use metal weapons should also be able to use...
  6. K

    [MOD] MagisterModmod

    Hey, first, thank you for your effort and hard work, I used this quarantine to play some Civ4 and had a really fun two games :) I'm looking forward to new changes! Now some bugs, issues and observations: 1) It seems that whenever I cast city spell, like Inspiration, I get a MASSIVE drop in...
  7. K

    Realism Invictus

    While I agree that shifting to mechanised farming requires an institutional changes as well as technical, I don't think that representing that institutional change via "sending workers to rebuild farms" is the most fortunate solution: First, it is not consistent with other types of...
  8. K

    Realism Invictus

    I have an idea. Make mechanised farm unbuildable, and then make building "Agricultural Machinery Depot" (or whatever it's called? Tractor Depot?) automatically switch ALL farms, slave farms and culture specific farms in city radius to mechanised farms. It's possible to do it in Python, it's...
  9. K

    Realism Invictus

    Crop cultivation is a nice mechanic, but soils are easy to miss once they are all covered with farms. Is there some easy way to see them? Maybe make all soils reveal a resource "arable land" (or "andosoil/chernozem") once Fertilizers are discovered - a resource that does nothing in itself, but...
  10. K

    Realism Invictus

    Thanks for the answers! Have a look at the following: Fall from Heaven mod has Adaptive trait, which triggers event every set amount of turns, letting you pick additional trait, and change it to another one. This would be nice thing for Republics and Democracies; instead of additional typical...
  11. K

    Realism Invictus

    This is all true, but it was not my point at all. I don't have a problem with USA existing in 4000 BC, as complaining about that would mean that, consistently, we also can't have England existing in 4000 BC, or even Rome. So it's a suspension of disbelief I have no problem with. Is Julius...
  12. K

    Realism Invictus

    It works :) Thank you very much!!! There is a "slave revolt" event in vanilla BtS that appears in this mod as well (and happens to the AI as well!), giving you option to pay gold, suffer unhapiness etc. Maybe use it as a basis? With spawning troops as only one of the possible outcomes...
  13. K

    Realism Invictus

    Unavoidable CTD on the next turn; even loading autosave several turns before doesn't help... If you figure out how to fix it, i.e. what to delete in worldbuilder, let me know :) --- And now for some feedback! It's looking really good so far. I'm Several suggestions: 1) Separatist revolts, as...
  14. K

    For moderators: Could we reorganize this forum?

    @black_imperator, it looks great! Thank you all! I can set up sticky threads tomorrow, since today I'm on my smartphone only. If someone else wants to do it earlier, he is welcome!
  15. K

    For moderators: Could we reorganize this forum?

    Yeah, I know and I agree. How does archiving work, anyway? I am not fond of deleting stuff, either. Yeah, that'd be a good start. Maybe with additional sticky thread in each modmod subforum that isn't active, saying that modmod isn't developed anymore? And moving fall further to FfH modmods...
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