As there were no complaints, the previous version discussed has been published.
It's also on steam now, I deleting your previous version of the mod and subscribing on steam.
Awesome
Going to subscribe and fire up a new game now!
As there were no complaints, the previous version discussed has been published.
It's also on steam now, I deleting your previous version of the mod and subscribing on steam.
With the change from Theater District to Acropolis, I am now unable to build opera houses (they never show up in the buildable items list), which has Beethoven, Mozart, Lizst and Chopin playing cards on the lawn of the Religious site in front of Luxor. Puccini meanwhile secured a place in the Bolshoj Theatre, since that one has a Musician slot...
Everything else works like a charm as far as I can see (turn 191 on my current game). A bit of a pain also that the Acropolis must be built on a hill, by the way.
Yep. I'm in the right thread, but at the same time I'm not. I mixed-up this mod with "Daughter Of Seth" which gives a civ the advantages/best items from all other civs. Happens when adding a couple of mods at the same time.Are you posting in the correct thread?
Once stupid, twice feet in mouth, or something along that stretch, since there's no bleedin' opera houses to be built in Civ6, besides the Sydney wonder oneAre you posting in the correct thread?
I think Great People costs are still too high and lategame research still too easy, but I know how to mod your mod myself so don't worry about my whims. Just letting you know someone feels this way.
I also don't like the changes to roads and feel like its odd to throw in here with the other changes. It actually makes more sense in your 8 Ages of War mod, but I still prefer vanilla roads.
Agreed about the roads. I'd prefer seeing the roads more akin to vanilla, or maybe .75, .5 and .375 instead of the current values.
I'm currently trying an edit to 1, 1 + bridges, 0.75, 0.5 (actually, I currently forget what vanilla is)
I seem to recall some normal numbers weren't working before due to some bizarre rounding error so Olleus changed them, but I think those were thirds so I should be good.
Agreed. I don't think that any changes are necessary from what you currently have. I like the movement rates as they are. In any event, it's easy enough for someone to change those values in your SQL to their own liking - or, eliminate the file completely in the .modinfo.I'd rather leave it in 8 ages of pace than in war because it's more to do with getting the speed of the game (and the feel or the eras) right than it is about fighting. My roads are mostly used by civilian and religious units to be honest...
...I've found the current values do just that. I'm happy to tweak them, just bear in mind that they need to be in multiples of 1/8.
I've been finding (as have others) that in vanilla Civ6 GP tend to come from too far ahead. This results in many GPs being completely skipped just because Peter is ridiculously far ahead in culture. I've found a way to keep the game producing GP from the current world era, rather than the next one. Should this be added to 8AoP or kept as a standalone?
See discussion and solution here: https://forums.civfanatics.com/threads/wait-where-are-you-carl-sagan.621585/page-2
I'd prefer standalone as I'm fairly content with how GP progress in my games now.Should this be added to 8AoP or kept as a standalone?
I think it is a perfect fit for this mod.
Also got a question. I downloaded a lot of mods today, the game started up like normal, but after I made a mistake and wanted to load an autosave, I instead got redirected to main menu. When I tried to load from there, the same thing happened. I have not looked into it further, but I was wondering if you have any idea wheter it could be a problem from some of the mods, and maybe (with a lot of luck), which. These are the ones I was using:
Larger Worlds (map generation only, afaik)
8 Ages of Pace
8 Ages of War
TCS Improved Water Yields, Forts and Engineers, City and Resource Specialisation
AI+
City Name Generator (should be names only, obviously)
Mad's Tech Tree
MOAR units + MOAR units core only
Note: I was very early in the game, only about 23 turns in on normal speed.
I haven't experienced any crash myself, no idea what could be causing it. I've got YNAEMP myself but not the others.
Could you zip up your logs (C:\Users\USER\Documents\My Games\Sid Meier's Civilization VI\Logs) and post them here so I can have a look?