Age of Further Discovery - Bugs and Feedback Thread

Aerion

Chieftain
Joined
Mar 24, 2009
Messages
68
Though I haven't had a lot of time to play it just yet, I already have a couple of items as far as feedback.

1> As I stated elsewhere, I'm very partial to Trailerhead's "Age of Discovery" song for the title page. The good news is, it's very easy to mod that back. There is a .WAV file in the Sounds folder, called "OpeningPage.wav" and that is the title page song. Just copy back the one from Vanilla AoDII.

2> The More Buildings mod added an extra layer of buildings and I think most people felt like that was a good thing. But many of us, felt like starting a new colony with only a base camp and a carpenter's shelter was a bit too hardcore. In AoD, it was easy to set the colony starting buildings to basically all starting shelters. But that mod does not seem to work for AoFD. Can that functionality be returned, or can you at least tell us the new way to set starting buildings? This is a total game killer for me as I feel that is starting in too deep a hole.
 
Hi Aerion

Thanks for your input!

Yes, the AoDII title page song is still there and you can put it back in by editing the AudioDefines.xml's SONG_OPENING_MENU define.

As for the starting building, it's still as easy to change as it was with AoDII. The file you need to edit it just not at the same place. Look for the AoFDMod_CIV4CivilizationInfos.xml in the Assets\Modules\AoFDMod folder.

Aymerick
 
Ah, I hadn't stumbled across that folder. I thought I was missing something.

Questions: Have you thought about the plantations being an UPGRADE to a farm instead of replacing them? In otherwords, if you want to retain the flexibility of being able to harvest, say cotton or food, from a plains square, you can build a farm. But to specialize in cotton and get an additional bonus production, you can build the plantation.

Also, have you thought about a cattle ranch for the livestock bonus?

Lastly, I actually like the idea of a resource from plains and grasslands that commands a higher price than cotton or tobacco but isn't processed. Kind of like a silver for normal squares. The sale price should be more than cotton/tobacco but less than cigars or cloth.
 
I posted it on the other thread, but I immediately noticed that Free Colonists are a bit too tall on the Docks. Their heads get cut off.
 
Lastly, I actually like the idea of a resource from plains and grasslands that commands a higher price than cotton or tobacco but isn't processed. Kind of like a silver for normal squares. The sale price should be more than cotton/tobacco but less than cigars or cloth.

How about saffron? It is quite hard to grow and harvest, which makes it extremely expensive. While it's major production center is in Spain, it can be and is grown in the Americas. Making it's base production be quite low (maybe 1?) could make it have the high price you suggest.

From the book "Great Empires and Civilizations: Spain and Portugal - History and Culture in the Iberian Peninsula, vol. 2", page 198:

"The authentic paella gets it's golden color from saffron, obtained through the dry threads of the crocus sativus. Saffron is the most expensive of all spices in the world and, unfortunately, many times chemical food coloring is used as a substitute for it. Contrary to many species, the production of saffron isn't limited to tropical regions, a large percentage of it grows in the plains of La Mancha, where the fields of purple croco flowers blossom during Fall. The high prices of the spices is caused by the difficulty of it's harvest. The delicate flowers are harvested by hand; and since they grow very close to the ground, it is a task that causes lumbar pain."

and:

"Once harvested, the fragile threads bearing saffron must be separated from the flowers before being put to dry, traditionally on a sieve with ember beneath it. The fragility of saffron makes it impossible for these tasks to be mechanized, and they continue to be done largely like they were done at the ends of the 19th century."

The book also has a painting by Josep Bru, showing how saffron threads were dried at the end of the 19th century, but I couldn't find it online.
 
I posted it on the other thread, but I immediately noticed that Free Colonists are a bit too tall on the Docks. Their heads get cut off.

Not just free colonist. It seems like on occasions some of the colonist on the dock are bigger than the others. Kind of like they are scaled wrong.
 
Questions: Have you thought about the plantations being an UPGRADE to a farm instead of replacing them? In otherwords, if you want to retain the flexibility of being able to harvest, say cotton or food, from a plains square, you can build a farm. But to specialize in cotton and get an additional bonus production, you can build the plantation.

I first tried to make the plantations available only on bonus and leave the farm as is, but the bBonusMakesValid define in the BonusTypeStructs doesn't work right in Colonization and I haven't worked on that yet.

Also, have you thought about a cattle ranch for the livestock bonus?

Yes I have, with cattles as tradeable yield. But not with a livestock bonus, more like with horses...

Lastly, I actually like the idea of a resource from plains and grasslands that commands a higher price than cotton or tobacco but isn't processed. Kind of like a silver for normal squares. The sale price should be more than cotton/tobacco but less than cigars or cloth.

I tried to do that with Indigo and Coffee. For now I want to focus more on goods from 1st and 2nd transformation. I already have Tar done, it's produce by a Tar Distiller from lumber and used for ship building somewhat like tools.

I posted it on the other thread, but I immediately noticed that Free Colonists are a bit too tall on the Docks. Their heads get cut off.

I'm aware of the problem, Deliverator changed most of the unit map scaling but the interface scaling doesn't work right when mixted with AoDII. I'll correct that in the next version.
 
Yes I have, with cattles as tradeable yield. But not with a livestock bonus, more like with horses...

Great! How are you planning on implementing it on the food system? Are you going to do something like what Imperialism did? (in case you haven't played it - in Imperialism, the first Worker consumed Grain, the second one consumed Livestock, the third consumed Grain again, and the fourth consumed Fruit, and this pattern would repeat for every 4 workers; in practice, it meant that it was as if each Worker consumed 0.5xGrain, 0.25xLivestock and 0.25xFruit; if the right food type wasn't available, a Worker would eat a food of another type, but wouldn't be able to work that turn)

I tried to do that with Indigo and Coffee. For now I want to focus more on goods from 1st and 2nd transformation. I already have Tar done, it's produce by a Tar Distiller from lumber and used for ship building somewhat like tools.

Nice, I'm looking forward to seeing it implemented.
 
Yes I have, with cattles as tradeable yield. But not with a livestock bonus, more like with horses...

I'm happy with it as a food source.

I tried to do that with Indigo and Coffee. For now I want to focus more on goods from 1st and 2nd transformation. I already have Tar done, it's produce by a Tar Distiller from lumber and used for ship building somewhat like tools.

I meant indigo and coffee as trade items that don't require further processing. In fact, I've already modded the sell value of those two items to between the price of sugar and rum.

Question: why don't you have silver in your YieldInfo file? That seems to be the only item missing.
 
I played blumodmod scenario(or whatever it's), and when i click sail to europe, my ship just doing nothing(but his icon turn to red), and remain so until the game end!I don't know if this "bug" happened only in this scenario(in fact, i got this bug with my AOD that upgraded from 1.10 to 1.11 then 1.12.I thought it was AOD problem, so i downloaded the full 1.12, installed it, play a game(not scenario) and the button work well).I didn't try the other scenario or "play game" yet, but i've checked that in AOD without AOFD, the button worked when i play a game(not scenario)
 
Hi Aerion


As for the starting building, it's still as easy to change as it was with AoDII. The file you need to edit it just not at the same place. Look for the AoFDMod_CIV4CivilizationInfos.xml in the Assets\Modules\AoFDMod folder.

Aymerick

Made this change to AoFDMod_CIV4CivilizationInfos.xml. I'm still getting only a basecamp and carpenter shelter.


Code:
<FreeBuildingClasses>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_BASECAMP</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDING_CARPENTER_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDING_BLACKSMITH_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDING_LANDING_STAGE</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDING_WEAVERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_FUR_TRADERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_DISTILLERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_TOBACCONIST_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
</FreeBuildingClasses>
 
Made this change to AoFDMod_CIV4CivilizationInfos.xml. I'm still getting only a basecamp and carpenter shelter.

Try this instead:

Code:
<FreeBuildingClasses>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_BASECAMP</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_CARPENTER_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_BLACKSMITH_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_LANDING_STAGE</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_WEAVERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_FUR_TRADERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_DISTILLERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_TOBACCONIST_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
</FreeBuildingClasses>
 
Try this instead:

Code:
<FreeBuildingClasses>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_BASECAMP</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_CARPENTER_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_BLACKSMITH_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_LANDING_STAGE</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_WEAVERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_FUR_TRADERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_DISTILLERS_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
	<FreeBuildingClass>
		<BuildingClassType>BUILDINGCLASS_TOBACCONIST_SHELTER</BuildingClassType>
		<bFreeBuildingClass>1</bFreeBuildingClass>
	</FreeBuildingClass>
</FreeBuildingClasses>

Didn't work. Here is the entire England CivilizationInfo:

Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_ENGLAND</Type>
			<Description>TXT_KEY_CIV_ENGLAND_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_ENGLAND_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_ENGLAND_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_ENGLAND_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_WHITE</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_ENGLAND</ArtDefineTag>
			<RevArtDefineTag>ART_DEF_CIVILIZATION_ENGLAND_REV</RevArtDefineTag>
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<bWaterStart>1</bWaterStart>
			<bOpenBorders>0</bOpenBorders>
			<bWaterWorks>1</bWaterWorks>
			<bEurope>0</bEurope>
			<bNative>0</bNative>
			<iAdvancedStartPoints>0</iAdvancedStartPoints>
			<iAreaMultiplier>100</iAreaMultiplier>
			<iDensityMultiplier>100</iDensityMultiplier>
			<iTreasure>0</iTreasure>
			<FavoredTerrain>NONE</FavoredTerrain>
			<DefaultProfession>PROFESSION_COLONIST</DefaultProfession>
			<Cities>
				<City>TXT_KEY_CITY_NAME_JAMESTOWN</City>
				<City>TXT_KEY_CITY_NAME_PLYMOUTH</City>
				<City>TXT_KEY_CITY_NAME_CHARLESTON</City>
				<City>TXT_KEY_CITY_NAME_ROANOKE</City>
				<City>TXT_KEY_CITY_NAME_BARBADOS</City>
				<City>TXT_KEY_CITY_NAME_PENOBSCOT</City>
				<City>TXT_KEY_CITY_NAME_BOSTON</City>
				<City>TXT_KEY_CITY_NAME_BALTIMORE</City>
				<City>TXT_KEY_CITY_NAME_PROVIDENCE</City>
				<City>TXT_KEY_CITY_NAME_HARFORD</City>
				<City>TXT_KEY_CITY_NAME_NEW_HAVEN</City>
				<City>TXT_KEY_CITY_NAME_NEW_YORK</City>
				<City>TXT_KEY_CITY_NAME_ALBANY</City>
				<City>TXT_KEY_CITY_NAME_NEW_JERSEY</City>
				<City>TXT_KEY_CITY_NAME_PHILADELPHIA</City>
				<City>TXT_KEY_CITY_NAME_NEW_PORT</City>
				<City>TXT_KEY_CITY_NAME_YORKTOWN</City>
				<City>TXT_KEY_CITY_NAME_ANNAPOLIS</City>
				<City>TXT_KEY_CITY_NAME_HALIFAX</City>
				<City>TXT_KEY_CITY_NAME_LEXINGTON</City>
				<City>TXT_KEY_CITY_NAME_SAVANNAH</City>
				<City>TXT_KEY_CITY_NAME_WILLIAMSBURG</City>
				<City>TXT_KEY_CITY_NAME_ST_JOHNS</City>
				<City>TXT_KEY_CITY_NAME_NORFOLK</City>
				<City>TXT_KEY_CITY_NAME_CONCORD</City>
				<City>TXT_KEY_CITY_NAME_WILMINGTON</City>
				<City>TXT_KEY_CITY_NAME_RICHMOND</City>
				<City>TXT_KEY_CITY_NAME_PORTSMOUTH</City>
				<City>TXT_KEY_CITY_NAME_CAMDEN</City>
				<City>TXT_KEY_CITY_NAME_SPRINGFIELD</City>
				<City>TXT_KEY_CITY_NAME_NEWPORT_NEWS</City>
				<City>TXT_KEY_CITY_NAME_ANTIGUA</City>
				<City>TXT_KEY_CITY_NAME_RUPERT_HOUSE</City>
				<City>TXT_KEY_CITY_NAME_KINGSTON</City>
				<City>TXT_KEY_CITY_NAME_READING</City>
				<City>TXT_KEY_CITY_NAME_OTTAWA</City>
			</Cities>
			<Buildings/>
			<Units>
				<Unit>
					<UnitClassType>UNITCLASS_REGULAR</UnitClassType>
					<UnitType>NONE</UnitType>
				</Unit>
			</Units>
			<Professions>
				<Profession>
					<ProfessionType>PROFESSION_BRAVE</ProfessionType>
					<bValid>0</bValid>
				</Profession>
				<Profession>
					<ProfessionType>PROFESSION_MOUNTED_BRAVE</ProfessionType>
					<bValid>0</bValid>
				</Profession>
				<Profession>
					<ProfessionType>PROFESSION_ARMED_MOUNTED_BRAVE</ProfessionType>
					<bValid>0</bValid>
				</Profession>
				<Profession>
					<ProfessionType>PROFESSION_ARMED_BRAVE</ProfessionType>
					<bValid>0</bValid>
				</Profession>
				<Profession>
					<ProfessionType>PROFESSION_SPANISH_SOLDIER</ProfessionType>
					<bValid>0</bValid>
				</Profession>
				<Profession>
					<ProfessionType>PROFESSION_SPANISH_DRAGOON</ProfessionType>
					<bValid>0</bValid>
				</Profession>				
				<Profession>
					<ProfessionType>PROFESSION_DUTCH_SOLDIER</ProfessionType>
					<bValid>0</bValid>
				</Profession>
				<Profession>
					<ProfessionType>PROFESSION_DUTCH_DRAGOON</ProfessionType>
					<bValid>0</bValid>
				</Profession>
			</Professions>
			<Traits>
				<Trait>
					<TraitType>TRAIT_TOLERANT</TraitType>
					<bTrait>1</bTrait>
				</Trait>
			</Traits>
			<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
					<FreeUnitProfession>NONE</FreeUnitProfession>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_COLONIST</UnitClassType>
					<FreeUnitProfession>PROFESSION_PIONEER</FreeUnitProfession>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_COLONIST</UnitClassType>
					<FreeUnitProfession>PROFESSION_SOLDIER</FreeUnitProfession>
				</FreeUnitClass>
			</FreeUnitClasses>
                        <FreeBuildingClasses>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_BASECAMP</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_CARPENTER_SHELTER</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_BLACKSMITH_SHELTER</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_LANDING_STAGE</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_WEAVERS_SHELTER</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_FUR_TRADERS_SHELTER</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_DISTILLERS_SHELTER</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        	<FreeBuildingClass>
                        		<BuildingClassType>BUILDINGCLASS_TOBACCONIST_SHELTER</BuildingClassType>
                        		<bFreeBuildingClass>1</bFreeBuildingClass>
                        	</FreeBuildingClass>
                        </FreeBuildingClasses>
			<TeachUnitClasses/>
			<FreeYields>
				<FreeYield>
					<YieldType>YIELD_BELLS</YieldType>
					<iYield>1</iYield>
				</FreeYield>
				<FreeYield>
					<YieldType>YIELD_CROSSES</YieldType>
					<iYield>1</iYield>
				</FreeYield>
			</FreeYields>
			<CapturedCityUnitClass>NONE</CapturedCityUnitClass>
			<InitialCivics/>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_WASHINGTON</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
				<Leader>
					<LeaderName>LEADER_ADAMS</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound>AS3D_ENGLAND_SELECT</CivilizationSelectionSound>
			<CivilizationActionSound>AS3D_ENGLAND_ORDER</CivilizationActionSound>
		</CivilizationInfo>
 
Also found this issue below. Somehow, a Mayan city named TXT_KEY_CITY_NAME_ZAMA lacks the right flavor for this game! ;)

 
Not sure if its a bug, but with a gold tile, you only have 1 to start off with 2 with a mine, but you still only have 2 gold with an expert goldminer on it, shouldnt it be at least 3 or 4?

Also gold seems to be a bit too sparce. on a large map we only had 5 gold tiles over the entire map (faire weather tweak).
 
Hi, I'm having the same problem with City name and also if a native tribe is learned in one of the new units (Expert Indigo Planter, Expert Coffee Planter and Expert Gold Miner) it does not appear on the text and the village does not "upgrade" my colonist. I'm playing in Italian.

Thank you for your support
 
Hi. And thanks for a great extra mod for AOD.

Can anyone tell me if this mod: http://forums.civfanatics.com/showthread.php?t=293228&highlight=custom+house is added to this? Or if it is not is it possible to add this too???

In AOD the custom house doesnt sell boycotted goods? And this mod i linked above does. This is the feature I am looking for...

Thanks,

Edit: Would it also be possible to add a feature almost like this? So instead of a timed embargo like this you can repay tax like in col1???
http://forums.civfanatics.com/showthread.php?t=298965
 
Playing with Further Discovery mod the europeans tend to build very close to eachother. In most games atleast 2 nations get blocked and they only build 1 settlement. It seems like they do not know how to go past the other nation and build inland. Ending up with 1 large settlement with like 50 units there. They also spam build galleons in this mod. I dont know how they can afford them with only 1 settlement.
 
I also have a graphics bug on conquistadore. When I hurry produce one on the docks in europe they show up as a big pink square instead of the actual graphics.
 
Is there a reason why pirates is not possible to make playable in further discovery? If I make them playable in AoDII 1.12 then they show up. But as soon as I do it for AoFD they are not available. Another thing I also noticed. It is not possible to make the new nations like china ect unplayable. Nomatter what I put in "playable" and "aiplayabl" they are still available as AI.
 
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