Recent content by KJ Jansson

  1. K

    [MODCOMP] "1492: Codex"

    Thank you, Andre! Generally, I agree that However, this is true for XIX-XXI but not for XVI-XVII centures. Look, the King send his presenter in his (that is King's) new colony. This presenter must strictly follow King's orders. He must be fully loyal to his King. Otherwise the King will...
  2. K

    [MODCOMP] "1492: Codex"

    I don't know how the game calculates FatherPoints. At least in this MODCOMP I didn't touch FF at all. Anyway the game calculates FatherPoints somehow. Most probably the game uses both Elder Statesman and Disloyal Colonist data. I especially added two "Event 1: King's Statesman" and "Event 2...
  3. K

    1492: Codex 2016-10-05

    [MODCOMP] "1492: Codex" The discussion started by Commander Bello in the German Colonization forum and continued in Civfanatics concerned the Productivity and Liberty Bells encouraged me to finish at least my own solution of this problem. Proposed here variant is a part of my "1492: Global...
  4. K

    [MODCOMP] "1492: Codex"

    Absolutely correct, Commander Bello! "Codex" (or Organization, or Order, or Law, oder "Ordnung") is pro-King force. "Liberty Bells" is anti-King force. These forces are working in opposite directions. Codex (or better organization) increases output of products (plus on cityscreen)...
  5. K

    [MODCOMP] "1492: Codex"

    [MODCOMP] "1492: Codex" The discussion started by Commander Bello in the German Colonization forum and continued in Civfanatics concerned the Productivity and Liberty Bells encouraged me to finish at least my own solution of this problem. Proposed here variant is a part of my "1492: Global...
  6. K

    [Religion and Revolution]: Mod Development

    OK, we are talking practically about the same. You called it as "Culture", I called as "Influence". Let's exclude the "Military influence" from the consideration. All other parts (city population, Culture and Religion from buildings, Trading influence from Market, etc.) are more important. To...
  7. K

    [Religion and Revolution]: Mod Development

    Of course, Military produces "Influence" concept is not so good for your variant of "Cultural Influence". However, I prever to see "Influence" as a more general parameter that included all aspects: City population, Religion, Culture, Trading importance, Military power. Your concept of Two...
  8. K

    [Religion and Revolution]: Mod Development

    I found a lot of interesting ideas concerning Trading and Boundaries, Productivity and readiness for Revolution from Commander Bello on the German forum. Especially interesting and I like very much the idea of Beamter. Commander Bello is absolutely right: His ideas about...
  9. K

    [Religion and Revolution]: No More Variables Hidden

    Hi Robert! Please, try the modified GameFont_75.tga file with your mod. Unfortunately, now I have no possibility to test it by myself because I have no game installed on this PC. Moreover, at the moment I have no access to the server to upload this file on it. As far as I know, the game...
  10. K

    [Religion and Revolution]: No More Variables Hidden

    Hi Robert! I'm now in trip but after couple days I hope to be home. Then I could fix Gamefonts for you. However, I need to know exactly what I have to do. If I understand correctly you need to add in GameFont_75.tga so called Porge attitude icons, please, see attachment. To be very nice if...
  11. K

    [Religion and Revolution]: Mod Development

    I never played the game (both vanilla or any mods) during WOI because this aspect is not interesting for me. Thus, I could be wrong. If I understand correctly the problem, the Royal Fleet during WOI appears in very predictable tile (or tiles?) and you plan to change it. One of variants...
  12. K

    [Religion and Revolution]: Horses Produced on Plots

    I agree. Your proposal is much more complex than I develop in my own mod, however, I hope you and Andre could create a better variant and improve AI. Good luck in your modding, guys!
  13. K

    [Religion and Revolution]: Adding Another European Nation

    I used Jens Munk in "1492: GC. Resourse Pack". Some details about Jens Munk you can read here, the Leaderhead there is in my mod.
  14. K

    [Religion and Revolution]: Adding Another European Nation

    Great! At least all team members already know something about "Kalmar Union" :) I agree, let's call next European power as "Denmark". We can explain the name "Denmark" in the CivPedia, where we could mention both historically correct names as "Kalmar Union" and "Denmark-Norway Realm". It's...
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