Italy in 1700 AD also falls into the situation I mentioned before. It doesn't exist in 1700 AD and its spawn is in the past so there is no autoplay. Not saying that offering a 1860 spawn for Italy in the 1700 AD scenario is impossible but it requires additional effort.Oh, ok. That makes sense. Silly me. But still there are some strange cases, like Italy, which I can't play in 1700 AD (shouldn't I be able to?).
Where do you set the language? If it's the settings file you might want to set it to write-protected so it isn't reset all the time.Unrelated question, but maybe you will be able to help. My game is in Spanish, but I must change the language to English in order for mods text to work properly (If I don't, there's no text at all). When I do it there's no problem, but when I enter the game again the language is still English, but loading a mod causes the text to dissappear. There's a solution, since exiting the game and entering again shows the text in Spanish and the only thing I have to do it's change it to English again, but it's very annoying. Any solution?
Well, if you want to play a war game then Persia is the best:
*Conquest of Babylon
*Conquest of India
*Greek conquerors
*Roman conquerors
*Parthians (inside borders)
*Asvakians (inside borders)
*Turkics
*Byzantine spawn
*Arabian big spawn
*Seljuk conquerors
*a LOT of Seljuk conquerors
*Mongol spawn
*Mongol conquerors
*Mughal spawn
*Turkish spawn
*English east indian company
I know all these are intended, but maybe is too much?
I do it directly ingame. How can I set it to write-protected?
Good question. It probably shouldn't.The Indian UP also providesto the citizen "specialist". Intended?
The clams being missing is intended. It's for balance reasons. Many a resource either doesn't exist in later starts, or doesn't actually exist at that spot at the beginning of the game. They can be removed and added at any point by script. Like coffee down in Ethiopia..The forest and horses is most likely intentionally placed.ADDEND:This is an old one from the 600Ad scenario, in fact I think I've seen it in the regular game's 1000AD scenario too:Spoiler :![]()
The horse pasture near Trapezounta has a convenient forest too, impossible through regular means since pastures and forests don't mix, is it intended as a tiny aid to the Byzantines?
Also, there's also clams there in the 3000BC scenario, but those are missing in 600AD and 1700AD
The Indian UP also providesto the citizen "specialist". Intended?
That however is intentional.Even more. Free specialists, as well as settled GP don't provide abonus. Only the specialist you hire in the slots do.
Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 672, in onBeginPlayerTurn
File "Victory", line 2529, in checkPlayerTurn
File "Victory", line 3768, in checkReligiousGoal
TypeError: getTaoistHealthTurns() takes exactly 2 arguments (1 given)=
Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 641, in onBeginGameTurn
File "RiseAndFall", line 1247, in checkTurn
File "RiseAndFall", line 1749, in initBirth
File "Stability", line 591, in completeCollapse
File "Stability", line 492, in secedeCities
AttributeError: 'NoneType' object has no attribute 'isAlive'