Well, I am one of those many, who cannot use the steamcommunity services because I have not bought any product from there. Could we see total war modpack uploaded here on civfanatics? I am sure there are many players who would like that!
No, I mean - could you please provide the link for the total war mod that R.E.D. mod depends on?
I mean - for R.E.D. steel and thunder you probably need steel and thunder mod first. Similarly, for R.E.D. warfare expanded, one needs to install warfare expanded mod first, and only then the...
Could you please provide the proper link for the " warfare expanded" mod itself? Or is it already integrated?
You know - it helps if I want to download the whole package by a couple of clicks.
What about buying settlers with money and faith? Are these options restricted somehow? Money is one thing but with faith you could mass produce 'em a lot.
I do not think this is intended: The Norway gets +4 era score when built Stave church upgrade. This is in addition to +4 era score standard bonus for Stave church. The upgrade is so insignifficant for historical timeline, it should not get any era score bonus whatsoever.
The game/mod are giving tile coordinates - where those natural disasters occur. Is there any way to see what coordinates what tile has? Just to have idea where EXACTLY what happened.
Tovarish updated Tovarish Tweaks (TT) with a new update entry:
Notable changes to strategic resource costs for units, based on gameplay logic and experience
Read the rest of this update entry...
It probably should be obvious, but still I wouldnt mind if you mentioned that GS disaster intensity shall be reduced to 0 level unless the player does not want his map to be one gigantic disaster.
I changed Mod ID number to start with 00 in modinfo file and that improved things - more units have desired costs, but that is far from satisfying - some units simply are not affected by the same code, no matter my repeated efforts.
I looked at Database.log and it looks like chinese to me...
So I had this mod "Logical resource requirements" by Takfloyd
https://forums.civfanatics.com/threads/logical-resource-requirements.642600/
It was quite nice to play and the mod stayed with me for a long time.
Now I edited the code to better change the strategic resource costs based on gameplay...
Military science: kill unit with a crossbowman.
Well... Dont you think its a bit too far fetched to boost a industrial era tech with a middle ages crossbow? Nobody could think two eras ahead those days, you know...
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