This would be a great improvement for the AI as they don't sell stuff. To work around this for my government specific buildings, I made them zero maintenance because of the disadvantage to the AI. This would be a greta fix.
For the trait-specific improvements, I have been going back and forth on a couple. Researching the historical purposes of Guild Halls there seems to be some discrepancy. From Wikipedia, "A guildhall, also known as a 'guild hall' or 'guild house', is a historical building originally used for tax...
I have two Religious SWs for converting Mesoamerican tribes (Aztec, Inca, Maya) and Native American tribes (Iroquois and Sioux): Christianization (Meso) ala CCM and Catholic Missionaries (Native). I haven't done any in-game tests, yet. I wish I had some more slots for starter techs so I could do...
That would be interesting if it worked. For example use the bulldozer unit that is in the database for road builder, lumber jack like you mentioned, etc.
Hmm. That is indeed a big change. Wouldn't it nerf the agriculture trait? Which isn't a bad thing. It is pretty darn powerful. Would it be too overpowered if I removed the despotism penalty, but gave the Agriculture non-era tech the ability to irrigate without water as compensation? The other...
Another idea I am trying work through is (assuming I have enough building slots) similar to something I really liked in the MEM mod. When you capture the capital cities of other Civs they become Vassal states and you become Emperor, Duke, etc.. It works really well in that scenario since it is...
As I was trying to figure out how to "time" the availability of SWs, I bumped against needing two techs (the non-tradeable trait tech AND the era tech, such as Industrialization), but there is only on slot. So, I might have to have a super cheap trait specific building like an Explorer's Guild...
In an effort to add variety to each play through, and to give each Civ a little more personality, I am adopting concepts used by the many great mods that have come before, such as:
Unique GWs for each Civ
Unique SWs for some Civs
Unique improvements and SWs for different governments
Unique...
Are the worker actions dependent on the terraform flag? If I give the unit both the settler and terraform flags, plus ALL of the worker actions including Build City, will the unit only build a city if it chose the settler flag at creation? And only do the other traditional worker actions if it...
When the AI builds a new unit with both the Offense and Defensive flag, it chooses one or the other. How about other flags? What if I wanted to create an advanced settler/worker like say, a colonist, that had terraform and settle? Would the AI be able to use properly?
How is everybody else implementing "resource" buildings? Say I want to add Timber as a resource, then a Lumber Mill to convert Timber into Lumber, which would then be required for later wooden ships, or a Steel Foundry that converts Coal and Iron into Steel, which in turn would be required for...
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