never meant for them to have more than one ship in the mod (at least currently, I we retake the 2nd LoNAW faction proposal that could change).
A second League faction is looking like a better option moreso because there aren't that many ship designs/models for us to use if we keep all of the Civ's as we currently have them. The best option I can think of would be to have 2 or 3 League factions each representing 2, 3 or 4 Civ's. This would depend on how many ships we can find for each race. The Pak'Ma'Ra and Drazi could be one faction, Markab, Gaim and Hyach a second faction and then finally Vree, Abbai, Cascor, Yolu, Balosian, Descari and Lumati as a 3rd faction. It would involve reworking some of what we have in place Unique Building wise but I have no problem with that.
I would guess that the issue with the Advanced Bridge is that the Blitz option (multiple attacks per turn) is only valid when a unit has a movement rate that is greater than 1 (since you can only attack multiple times if you can move multiple times).
Once you research a tech that gives +1 movement, or possibly apply a promotion that gives +1 movement, the Advanced Bridge may become available. Or maybe not - I didn't check to see if the restriction for it in the DLL checks the current movement rate for the unit or only the base movement rate.
Thanks God-Emperor, I'll look into that and see if a unit with two movement later in the game can take the promotion.
EDIT - I can now answer my own question. Having more than one movement point later in the game doesn't make the promotion available. However, changing the base movement speed to 2 does make it available. Is it Python or SDK coding that needs to be changed to allow Blitz at speed 1?

Wish I knew how to make and save changes to this.




).

, so I'll do this when I'm back at home)
on plots with 1
on plots with at least 1
" they don't. This is actually a more or less standard yield modifier in that the value is actually a percentage bonus. For some reason the help text has never had the percent sign in it (probably because no trait in regular Civ uses this so they never noticed it was missing). Since your average trade route has a base value somewhere not much over 1 in the early game, and maybe 3 (but probably less, as far as I can recall) for foreign trade routes later in the game, a value of 1 for a yield type in this property would give you +0.01 to maybe +0.03 of whichever yield type is it for. Not too surprisingly these get rounded away to nothing. In order to ever get anything at all out of it, it would probably need to be set to at least 35.
and +1



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