Alpha testers needed for Steph's mod 2

I think the warrior unit from Tribal Wars should be available from the start.
Why not, but then, as they don't require pop, your city could still grow to fast. What do you want them for? Martial law?

Hmm, make a note of that in the Civilopedia to let players know why a settler would have such strange attributes.
I checked, but the civpedia should state that the settlers cannot load boats and a more advanced settlers is needed

Well, the costs are the same for both. The civilopedia should have a note for the -1 hp. I had to fight a bunch of Veteran Bronze Swordsmen with Regular Chariots. So that's a 5 hp vs. 3 hp difference. I was the attacker with my chariots, and they didn't have much of a chance against the Bronze Swordsmen.
Life is sometime unfair :). Bronze swordsman are 3/2, chariot or 3/1. So you don't have a huge bonus, except speed. And if you had - chariot, and he has + swordsman, you'll have an additional HP penalty.
I think the civpedia states that. Don't forget that if you look at the entry, it will say "French flavour for chario", and then you need to follow the link to the chariot to get more info, including the HP penalty
Should I reduce Bronze Swordsman to 2/2? But then they would not be very strong against the spearman (1/2), and attacking will be difficult, especially if the speamen are fortified.
And raising chariot to 4/1 is probably to much :(.
Anyway, chariots are better for "fast" attack, more interesting if you have roads and open terrain, and I think building a strong infantry would serve the French better in their Gaul age. Later, when you can build knights, your cavalry will get bonuses.

Overall, I'm very surprised that the AI performs as well as it does in this mod. The extreme difficulty of this mod makes me think the AI would have trouble compared to the default civ game.
Do you really think the mod is to difficult, or is it more you need time to adjust to it? Should I tweak the difficulty settings?
 
Why not, but then, as they don't require pop, your city could still grow to fast. What do you want them for? Martial law?
No, I want them for self defense as well as martial law! If I was playing Emperor, then I would have unhappiness after 1 population. What if an enemy started close, and he started with Tribal Wars? He can build a Warrior quickly, randomly walk around and BAM he enters my unguarded city. Let's say my city has only 1 resource per turn and it takes 9 turns to research Tribal Wars. So it takes me a minimum of 19 turns to build a Warrior. If a nearby enemy that starts with Tribal Wars has 2 resources per turn, he builds it in 5 turns and it'll be the first thing he builds.

I checked, but the civpedia should state that the settlers cannot load boats and a more advanced settlers is needed
Maybe, but it'll still leave the player wondering what on Earth is that transport capability. You should explicitly state that the transport capability is there to force the game to not allow the unit to be loaded onto a transport. Also, there should be some other way to disallow a unit to be loaded onto a transport. Like take away the transport flag or something.

Life is sometime unfair :). Bronze swordsman are 3/2, chariot or 3/1. So you don't have a huge bonus, except speed. And if you had - chariot, and he has + swordsman, you'll have an additional HP penalty.
I think the civpedia states that. Don't forget that if you look at the entry, it will say "French flavour for chario", and then you need to follow the link to the chariot to get more info, including the HP penalty
Should I reduce Bronze Swordsman to 2/2? But then they would not be very strong against the spearman (1/2), and attacking will be difficult, especially if the speamen are fortified.
And raising chariot to 4/1 is probably to much :(.
Anyway, chariots are better for "fast" attack, more interesting if you have roads and open terrain, and I think building a strong infantry would serve the French better in their Gaul age. Later, when you can build knights, your cavalry will get bonuses.
You can probably just leave chariots and bronze swordsmen alone. I do not remember seeing a note for -1 hp in the civilopedia for chariots when I looked at it. Both units in question were + units.

Do you really think the mod is to difficult, or is it more you need time to adjust to it? Should I tweak the difficulty settings?
I think I need more time to adjust. I'll probably try a lower difficulty setting next time I play.

Have you made any progress on the science screen? I want to play a game and get out of the 1st age.
 
No, I want them for self defense as well as martial law! If I was playing Emperor, then I would have unhappiness after 1 population. What if an enemy started close, and he started with Tribal Wars? He can build a Warrior quickly, randomly walk around and BAM he enters my unguarded city. Let's say my city has only 1 resource per turn and it takes 9 turns to research Tribal Wars. So it takes me a minimum of 19 turns to build a Warrior. If a nearby enemy that starts with Tribal Wars has 2 resources per turn, he builds it in 5 turns and it'll be the first thing he builds.
What about giving a new 0/1 warrior right at the start, and a 1/1 warrior with tribal wars?

Maybe, but it'll still leave the player wondering what on Earth is that transport capability. You should explicitly state that the transport capability is there to force the game to not allow the unit to be loaded onto a transport. Also, there should be some other way to disallow a unit to be loaded onto a transport. Like take away the transport flag or something.
To my knowledge, the only way to prevent a unit to load into any transport, is to make it a transport unit to.

You can probably just leave chariots and bronze swordsmen alone. I do not remember seeing a note for -1 hp in the civilopedia for chariots when I looked at it. Both units in question were + units.
I'll check the pedia.


Have you made any progress on the science screen? I want to play a game and get out of the 1st age.
I said it in the op, the science screen has been corrected a little. But there are still some overlapping (coming from the fact that somes units are not available to some civ).
And the last era is VERY crowded :(
 
What about giving a new 0/1 warrior right at the start, and a 1/1 warrior with tribal wars?
That sounds ok.

To my knowledge, the only way to prevent a unit to load into any transport, is to make it a transport unit to.
Wait a minute. There should be a list of abilities for a unit to do. I don't remember what they are at this moment, and I don't have Civ in front of me here at the office. There should be a list of abilities for units and "Load onto Transport" is one of them. I'll check it when I get home tonight.

I said it in the op, the science screen has been corrected a little. But there are still some overlapping (coming from the fact that somes units are not available to some civ).
And the last era is VERY crowded :(
I haven't read the opening post in a long time.
 
Wait a minute. There should be a list of abilities for a unit to do. I don't remember what they are at this moment, and I don't have Civ in front of me here at the office. There should be a list of abilities for units and "Load onto Transport" is one of them. I'll check it when I get home tonight.
I will affect mostly what buttons are available, but it's not enough.
 
Good your doing good

Its interesting that you have the European civs have names of their own yet the none-european civs tend not to in your mod. In general, since the Incans controled the entire Andean region at one point, I'd call the Andean civ Incan but thats just me. Even Peru continues with its Incan heritage.

Just a question but what made you decide to leave out the future stuff in this version?
 
Good your doing good

Its interesting that you have the European civs have names of their own yet the none-european civs tend not to in your mod. In general, since the Incans controled the entire Andean region at one point, I'd call the Andean civ Incan but thats just me. Even Peru continues with its Incan heritage.
Yes, Japan, Egypt, China, India, don't have names of their own.

I'm not using Inca, because Inca is just a part of the Andean civ.

Just a question but what made you decide to leave out the future stuff in this version?
Download the mod. Open the science advisor screen. Already to crowded.
And beside, I've decided to reduce a bit the scope of the game (no future stuff, only 21 civ), so I can make them more in depth with flavour units for everyone. That's already a HUGE task as it is
 
Regent difficulty. Everything else default.

1. When I got the "most powerful nations of the world" history window, I was #1. Mexicans were #2. Weird. Not what I expected, since I had nothing but a bunch of little warriors.

2. The icon for silks in the city is the icon for spices, I think.

3. How do you build roads in swamps? I'm guessing you can't.

4. The Americans seem hard, but the point I'm at now is the same for other nations. Also, their Spearman is a nice unit in not needing Copper at all.

5. Crash. FILE NOT FOUND:
art\civilopedia\icons\units\BrigPikeSmall.pcx

This was when scrolling horizontally in the technology Medieval Combat. I was scrolling through the units horizontally because I wanted to see the American unit.

6. Reloaded from autosave. I just saw a Mexican warrior kill a barbarian in his little hut city. There was some mounted trooper on the same tile as the hut city. It immediately died, as if it was a capturable unit that couldn't be captured, like how the barbarians immediately kill worker units rather than capture them.

7. The Military Advisor screen is tremendously slow for some reason. It seemed to start this slowdown after the Mexicans made an embassy with me.

8. The American canoe doesn't rotate to attack its opponent with a broadside type combat. It just points forward.

9. When adding units to the build queue, it is very slow.

10. (ignore this one)

11. It would be nice if the Americans had some unit at the Bronze Swordsman time. Like a 2/2/2 unit. Make it cost the same as the Iron Working Warrior and upgrade to that Warrior.

12. I'm actually enjoying the game, but man, it's hard. At the point that I stopped tonight, I have 4/5 of the techs in the first age. I noticed the science screens are fixed.
 
Regent difficulty. Everything else default.
3. How do you build roads in swamps? I'm guessing you can't.
I have set no limitation here. It's just impassable to wheel unit, and workers aren't wheeled.
Are you sure you can't build there? Could it be because if you set 0 trade bonus for roads in a terrain roads are buildable?

4. The Americans seem hard, but the point I'm at now is the same for other nations. Also, their Spearman is a nice unit in not needing Copper at all.
Most of the American units don't require iron or copper resources, that's their little advantage to compensate for the rest.

5. Crash. FILE NOT FOUND:
art\civilopedia\icons\units\BrigPikeSmall.pcx
Corrected, I forgot to move the icons from the Brigantian Pikeman folder to the Pediaicon folder.

This was when scrolling horizontally in the technology Medieval Combat. I was scrolling through the units horizontally because I wanted to see the American unit.
Advice: in the civpedia, go to units, then click on U, you'll go directly to the American units, they are all together in "chronological" order

6. Reloaded from autosave. I just saw a Mexican warrior kill a barbarian in his little hut city. There was some mounted trooper on the same tile as the hut city. It immediately died, as if it was a capturable unit that couldn't be captured, like how the barbarians immediately kill worker units rather than capture them.
A mounted trooper? Did you saw a little better what it looked like?

7. The Military Advisor screen is tremendously slow for some reason. It seemed to start this slowdown after the Mexicans made an embassy with me.

9. When adding units to the build queue, it is very slow.
That's probably because there are to many units...

8. The American canoe doesn't rotate to attack its opponent with a broadside type combat. It just points forward.
Strange, the "rotate before attack" flag is set correctly.

10. (ignore this one)
Ignored!

11. It would be nice if the Americans had some unit at the Bronze Swordsman time. Like a 2/2/2 unit. Make it cost the same as the Iron Working Warrior and upgrade to that Warrior.
Yes, it would be nice ;). Early americans severly lack offensive capabalities, don't they? That was intendeed.
I'll try to see if I can find a unit to go there. Or perhaps I can make the spearman 2/2. Or the bowman 2/1 and archer 3/2? So the American can use the bowman as an offensive hit and run unit, with its 2 move?

12. I'm actually enjoying the game, but man, it's hard. At the point that I stopped tonight, I have 4/5 of the techs in the first age. I noticed the science screens are fixed.
Well, America is supposed to be the hardest starting civilization. So it seems it works as planned :)
 
I have set no limitation here. It's just impassable to wheel unit, and workers aren't wheeled.
Are you sure you can't build there? Could it be because if you set 0 trade bonus for roads in a terrain roads are buildable?
The Build Road icon doesn't show up for workers in swamps. I can use the Build Road To icon for building into a swamp, but then, when the workers go onto the swamp tile, their orders are cleared. By the way, the American workers are great with their speed of 2.

A mounted trooper? Did you saw a little better what it looked like?
I'll make a screenshot next time I play.

That's probably because there are to many units...
The longer I play the game, the more it slows down in certain screens and menus. I'm going to try to play to the 4th age, and I'm really afraid the slowdown will be horrible.

Yes, it would be nice ;). Early americans severly lack offensive capabalities, don't they? That was intendeed.
I'll try to see if I can find a unit to go there. Or perhaps I can make the spearman 2/2. Or the bowman 2/1 and archer 3/2? So the American can use the bowman as an offensive hit and run unit, with its 2 move?
If the spearman was 2/2, it would be totally sweet. Maybe you should just leave it as it is for now. Let me play a few more games in the future I guess. Make a note of this though.

Some other notes:

The Iron working Warrior unit is awesome. It moves two and can move quickly through forests. Those two characteristics have helped me in my game. I haven't used it in an "iron era war" against another civ yet though. The Andes have stopped randomly attacking me, probably due to my construction of newer units. That reminds me. They were declaring war on me pretty frequently. It was annoying. I'm wondering if the lack of a moderately good offensive unit for the Americans makes the computer opponent want to attack more. Not until I reached Iron Working did I have anything with a good offensive punch. The only other good offensive unit I had before Iron Working is Bowman and they kind of suck.

The AI doesn't seem to handle rough terrain very well. Jungles, hills, and swamps very easily hinder their expansion of new cities. It's easy for a human player to take advantage of this. In my game, Andes was the strongest for a while, but they stopped expanding because the totally empty and sweet terrain to my south was unreachable to them.

I read in some thread about another mod that the AI doesn't use boats that can only transport 1 unit very well. For example, they never use such boats to load settlers to make new cities elsewhere. They only load settlers onto boats if a defensive unit can also be loaded onto the boat. So a boat must have a minimum transport capacity of 2 before the AI uses it for building cities on islands.

Overall, this is the hardest mod I've ever played. Everything costs a mountain of resources. I played for 4 hours yesterday and I'm still in the first era. I'm not sure if that's a normal rate of play. It does seem to take a while to get through this mod. I'm wondering if the default 540 turns is enough for allowing the player to get to the last era before the game ends.
 
The Build Road icon doesn't show up for workers in swamps. I can use the Build Road To icon for building into a swamp, but then, when the workers go onto the swamp tile, their orders are cleared. By the way, the American workers are great with their speed of 2.
I'll try to check if the 0 bonus is the cause. Perhaps it's hardcoded :(.

The longer I play the game, the more it slows down in certain screens and menus. I'm going to try to play to the 4th age, and I'm really afraid the slowdown will be horrible.
Well, I think my mod is the most with the most different units, so it should put the engine to severe stress. However, I hope that with upgradable unit, they program the engine well enough to free resources when the unit is no longer available.

If the spearman was 2/2, it would be totally sweet. Maybe you should just leave it as it is for now. Let me play a few more games in the future I guess. Make a note of this though.
I think a bit more offensive bowman could be nice, and would go well with native american.

The Iron working Warrior unit is awesome. It moves two and can move quickly through forests. Those two characteristics have helped me in my game. I haven't used it in an "iron era war" against another civ yet though.
It's only 3/2 instead of 4/3 (so equivalent to other civ bronze swordsman), but it's superior speed, especially in forest, should be helpful.
One little advice: try to build your civ close to forest, and use them to protect you. Americans are better than the other civ in forest.

The Andes have stopped randomly attacking me, probably due to my construction of newer units. That reminds me. They were declaring war on me pretty frequently. It was annoying. I'm wondering if the lack of a moderately good offensive unit for the Americans makes the computer opponent want to attack more. Not until I reached Iron Working did I have anything with a good offensive punch.
Yes, you should be busy living in harmony with nature instead of conquering your neighbour. You are not the Aztecs with their lust for blood, or the Romans with their thurst for conquest and need of slaves.

The only other good offensive unit I had before Iron Working is Bowman and they kind of suck.
It wouldn't be so bad if it was a bowwoman :mischief:

The AI doesn't seem to handle rough terrain very well. Jungles, hills, and swamps very easily hinder their expansion of new cities. It's easy for a human player to take advantage of this. In my game, Andes was the strongest for a while, but they stopped expanding because the totally empty and sweet terrain to my south was unreachable to them.
When I'll have the Andes "flavourised", their unis will get bonuses in mountain and hills, so perhaps they'd fare better.
Remember: with Americans, you are for the moment the only civ with terrain advantage.

I read in some thread about another mod that the AI doesn't use boats that can only transport 1 unit very well. For example, they never use such boats to load settlers to make new cities elsewhere. They only load settlers onto boats if a defensive unit can also be loaded onto the boat. So a boat must have a minimum transport capacity of 2 before the AI uses it for building cities on islands.

Overall, this is the hardest mod I've ever played. Everything costs a mountain of resources. I played for 4 hours yesterday and I'm still in the first era. I'm not sure if that's a normal rate of play. It does seem to take a while to get through this mod. I'm wondering if the default 540 turns is enough for allowing the player to get to the last era before the game ends.[/QUOTE]
 
More:

13. The civilopedia entry for Ramparts is Bastion.

14. Worker housing has no civilopedia icon, nor an icon in the city.

15. I built an embassy in the Andes capital. I'm going to include a screenshot. They have workers in the city, which is most likely some screwed up image for a spearman of some sort.

Click for larger image.
andes_capital.jpg

16. I tried getting an image of the horse trooper unit in a barbarian hut city. It's impossible. Pressing PrintScreen takes the screenshot only AFTER combat has ended. I have a screenshot right before the battle.

Click for larger image.
unidentified_barb.jpg

17. Mining a forest is vastly superior to mining a hills.

18. Empire has no civilopedia description.

19. Some of the buildings which are made obsolete with Dark Ages disappeared from my build queue after I got Dark Ages. That's good.

20. I took a look at the governments in the editor. Republic is identical to Democracy except Republic has one or two things better than Democracy. In other words, Democracy is useless.

21. In my opinion, the US_03C + Horseman should upgrade to the US_04C + Horse archer.

22. The civilopedia for Church says it requires a Temple in the city. That's not true. My city of New York could build a Church and it never built a Temple.

23. The US_02l # Spearman does not upgrade to US_041 # Spearman. Totally uncool!

24. The fidget graphics for the Horse Archer moves the unit off his position, fidgets him, then moves him back. It's just a messed up graphic.

25. I don't understand the purpose of Monarchy. It looks just as bad as a despotism. The civilopedia doesn't reflect the true nature of Monarchy as can be seen in the editor.

26. I was expecting that the Marketplace to provide +50% luxuries for the luxury resources, but it didn't.

27. I don't understand why the Tomahawk warrior is so expensive. He costs 80, yet the Mounted warrior costs 45. Also, isn't the Tomahawk warrior's defensive bombardment too low? It's only a 2. The Horse archer's defensive bombardment is a 3.

28. The graphics for the Mounted Warrior is badly messed up. It's like two different images, one superimposed on the other.

29. I think something's wrong with Guild Hall. When I try to build it, it doesn't give me any display of how completed it is. Then it works the same as Wealth, in giving me more money.

30. From a historic point of view, why is the Agricultural Revolution so far ahead in history? It should be towards the beginning of history. It should be before Bronze Working, definitely. The Egyptians were farmers and also worked with copper as their weapons.

31. Three of my cities were afflicted with plague simultaneously. I've never seen that before.
 
More:
13. The civilopedia entry for Ramparts is Bastion.
Not exactly. Walls, Ramparts and Bastion all share the same pediaentry

14. Worker housing has no civilopedia icon, nor an icon in the city.
That's because it's glass house, and so they are transparent

15. I built an embassy in the Andes capital. I'm going to include a screenshot. They have workers in the city, which is most likely some screwed up image for a spearman of some sort.
As I said in a previous post, and on the site, when I started flavourized the civilization, I change the structure of the unit32.pcx. As a result, all the icons are messed up, except for the finished civilizations (France and America). It will be corrected civ by civ.


Phlegmak said:
16. I tried getting an image of the horse trooper unit in a barbarian hut city. It's impossible. Pressing PrintScreen takes the screenshot only AFTER combat has ended. I have a screenshot right before the battle.
Sabotage! They are supposed to be 7/4. Corrected.

Phlegmak said:
17. Mining a forest is vastly superior to mining a hills.
No, they both give +2 shields. However, the forest gives 2 by default, the hill only one.

Phlegmak said:
18. Empire has no civilopedia description.

I haven't updated the civpedia for government yet. After I finish the unit lines, I'll add the wonders, and then probably government specific buildings.

20. I took a look at the governments in the editor. Republic is identical to Democracy except Republic has one or two things better than Democracy. In other words, Democracy is useless.
Democracy is more resistant to propaganda, and later it will have a specific buildings.

Phlegmak said:
21. In my opinion, the US_03C + Horseman should upgrade to the US_04C + Horse archer.
They are not in the same unit line.
The Horseman is in the light cavalry unit, the horse archer is in the horse range line.

Phlegmak said:
22. The civilopedia for Church says it requires a Temple in the city. That's not true. My city of New York could build a Church and it never built a Temple.
Leftover of a copy and paste I did. Corrected

Phlegmak said:
23. The US_02l # Spearman does not upgrade to US_041 # Spearman. Totally uncool!
Total error! And totally corrected now.

Phlegmak said:
24. The fidget graphics for the Horse Archer moves the unit off his position, fidgets him, then moves him back. It's just a messed up graphic.
The centering was not correct. Apparently, the offset of most of my converted unit is screwed. At the time, I did it with Flicster, now I'm using Civ3FlcEdit, which is much better.
I'll correct the centering and put the correction in the Britain update.

Phlegmak said:
25. I don't understand the purpose of Monarchy. It looks just as bad as a despotism. The civilopedia doesn't reflect the true nature of Monarchy as can be seen in the editor.
After checking it... Neither do I...

Civpedia not up to date for government

Monarchy simply allows you to hurry production. It indeed sucks, as it's very close to despotism. Feudal monarchy is more interesting, but is available only in the second era.
I'll need to change that.

Phlegmak said:
26. I was expecting that the Marketplace to provide +50% luxuries for the luxury resources, but it didn't.
In the editor, it is set to +50% luxury outpout. But the bazaar is not. Aren't you mixing them?

Phlegmak said:
27. I don't understand why the Tomahawk warrior is so expensive. He costs 80, yet the Mounted warrior costs 45. Also, isn't the Tomahawk warrior's defensive bombardment too low? It's only a 2. The Horse archer's defensive bombardment is a 3.
That's an error, he's supposed to cost 40. The defensive bombardment is lower because the range of a thrown tomahawk is much lower than a bow.
The bombardment just give him a small bonus to compensate for lower stats.

Phlegmak said:
28. The graphics for the Mounted Warrior is badly messed up. It's like two different images, one superimposed on the other.
If it is only offset problems, then I've corrected it (see above). It if is something else, please send a sreenshot.

Phlegmak said:
29. I think something's wrong with Guild Hall. When I try to build it, it doesn't give me any display of how completed it is. Then it works the same as Wealth, in giving me more money.
Well spot, I checked capitalization by mistake in the editor.

Phlegmak said:
30. From a historic point of view, why is the Agricultural Revolution so far ahead in history? It should be towards the beginning of history. It should be before Bronze Working, definitely. The Egyptians were farmers and also worked with copper as their weapons.
Because I wanted irrigation to become available later, in the middle ages. Historically speaking, it's not very good...
IT's a way to prevent to early expansion

Phlegmak said:
31. Three of my cities were afflicted with plague simultaneously. I've never seen that before.
Weren't the native americans supposed to be more vulnerable to disease brought by Europeans?
 
Not exactly. Walls, Ramparts and Bastion all share the same pediaentry
Maybe you should make the same pedia entry contain the costs for walls and ramparts.

No, they both give +2 shields. However, the forest gives 2 by default, the hill only one.
Well, forests start with 2 shields. So a mined forest is superior to a mined hill. Can you make mined forests give +1 shield? Or perhaps mined hills should provide more than just +2 shields. Right now, if I turn my plains into forests, and it would be vastly superior to just leaving them plains or having a city surrounded by hills.


In the editor, it is set to +50% luxury outpout. But the bazaar is not. Aren't you mixing them?
I meant that I was expecting the output of the luxury resources to be the same as the default civ 3 marketplace. However, it doesn't do that. I'm not talking about the Bazaar.


Because I wanted irrigation to become available later, in the middle ages. Historically speaking, it's not very good...
IT's a way to prevent to early expansion
I suggest renaming it. The agricultural revolution happened early in human history. So I think something else, like "Improved Farming" or something like that would be more appropriate.

Weren't the native americans supposed to be more vulnerable to disease brought by Europeans?

Yes. You're not actually connoting that you made the early Americans have more plagues than other civs, right? I don't think that's possible to do in the editor.
 
Maybe you should make the same pedia entry contain the costs for walls and ramparts.
Hmm... I think if you look at both improvment in the pedia, you should see two different requirements and cost, but same description.

Well, forests start with 2 shields. So a mined forest is superior to a mined hill. Can you make mined forests give +1 shield? Or perhaps mined hills should provide more than just +2 shields. Right now, if I turn my plains into forests, and it would be vastly superior to just leaving them plains or having a city surrounded by hills.
My idea was to have barren hills less interesting than forest, but to have iron / coal available in hill, where they'd give a nice bonus.

I meant that I was expecting the output of the luxury resources to be the same as the default civ 3 marketplace. However, it doesn't do that. I'm not talking about the Bazaar.
Well, the marketplace is set in the editor to do that, I don't why it shouldn't.

I suggest renaming it. The agricultural revolution happened early in human history. So I think something else, like "Improved Farming" or something like that would be more appropriate.
I think it's more a question of deforesting and claiming new lands. I'll try to think of a better name.


Yes. You're not actually connoting that you made the early Americans have more plagues than other civs, right? I don't think that's possible to do in the editor.
It's a secret

Spoiler :

No, I did nothing to get this result, but I found it cool it worked by chance like that.
 
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