It just feels really weird having it give a bonus to processes and also to buildings. I would rather it give the GPP while working processes.
Ok so after all this you still didn’t fix the problem. The 4 plants need to have interesting bonuses that differentiate them.
Anybody make one without events or extra components? UI mods are fine.
so no events will show up? awesome thanks!
Oh **** that was events... Can you make one that is VP + EUI + all the UI stuff including RCI
So no added gameplay elements: units, buildings,...
Ah, i meant no 3/4 UC as well. everything else is great.
If you wouldnt mind could you make a modpack with just the UI stuff? So no extra buildings or extra wonders. Thanks!
I dont think we need to add a new mechanic but i do like the idea of a tidal plant for island or coastal cities
If anyone makes a modpack i would love if you post it.
You can deal with your capital being unhappy as Spain, especially if you make a spectate city to focus on building land military units.
Will there be a wonder that reduces urbanization unhappiness?
Also, does pathfinding mean you will be able to bully from far away if you have...
Honestly I feel like coal should only be used for buildings.
Yes but then you get tobacco as your secondary luxury and cry because you don’t work it a single time for the entire game.
My biggest problem with iron working chopping is the difference it creates between the same luxury when spawning in forest or jungle Forest citrus...
Could Authority potentially get a substitute bonus for the dmg to barbarians when barbarians are turned off?
Seems weird to design a system that makes the ai perform worse though.
SAys the AI refusing to work specialists if a city isn’t happy.
But the AI isnt able to understand this tradeoff.
Suprised nobody has mentioned this because it is my biggest issue with continents++.
It spawns major sections of land all the way up to the north...
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