With these scenarios, you could use C3X to make these Wonders generate a bonus resource called "Tourism" and set that resource's tile bonus to increase tax.
Maybe under certain conditions (like very high corruption or distance, for instance) one round of disorder could have some percent chance of resulting in a barb defection?
Another way to simulate revolts might be to have cities defect to barbs under particular conditions, for example if civil disorder lasts for too many turns
I assume people have already asked for this, but is it possible to create a feature to form new civs in the middle of the game? Like secessionist revolts from existing civs, or emergent new civs from clusters of barbarian-held cities?
I use it in the Modern period for Guerrilla units who spawn from victories against enemies by Militia units.
As a workaround for disabling sacrifice later in the game, try making two separate units: Forced Laborer (unit produced by capturing pop), which upgrades to Gladiator. Forced Laborer...
I'm now trying to open the editor on a Mac (OS Monterey 12.5.1), and am running into the same issue both with 1.51 and legacy 1.26 for Mac. I am prompted to direct to the installation folder, but don't get the chance to and it doesn't produce a .ini file. Any suggestions?
While I have you, I've been trying to incorporate tradeable none-era techs that enable resources as a way to simulate the diffusion of those resources. The goal is to have sets of civs start with techs that give access to a particular set of organic resources (Amerindian civs start with Maize...
Nice, this is extremely helpful, thank you! Did you drop the scaled-up PCX in the drive? No worries if not, I can figure out how to make one (or just pirate one from around the forums).
I have a question about resources generated by improvements--are their yields impacted by improvements that increase taxes? For example, if a Tea Plantation improvement produces a Tea luxury with +2 tax (with the "yield" command), would a Marketplace in the same city bring the yield from that...
Here's a link to a Google drive folder with the relevant files, let me know if anything doesn't seem to work: https://drive.google.com/drive/folders/1UYeLK_WHfUBpGFzLGB_PBrlQOrJAaAj5?usp=drive_link.
I've built a Monastery in Arbela, and opening that city screen is what seems to crash things...
I might change that specific resource to "Volcanic Minerals" and figure out if any other volcanic minerals or stones have industrial applications.
It also seems like on higher difficulty levels the AI undervalues things that the human player wants to trade, especially luxuries. If that's the...
I'm working on a mechanism to enable spreadable religions using resource-producing improvements, and am running into a strange bug that crashes my game when I open city screens for cities that have built an improvement producing a particular resource.
I'm not sure exactly what's triggering the...
The Windows XP build worked, but it seems to be misreading some of the text on a scenario I've been building for a long time. "Marsh" gets read as "March", "Supreme Leader" has a square instead of an S, etc.
I've gone through some of the older versions of the editor and all of them seem to be missing the .ini file when I extract them. Is it supposed to be created when I first run the editor? If so, that seems not to be working on my system.
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