Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
No problem. Thanks for the replies. I'm glad you tackle it sometime 


Does anybody build any of the early music buildings?
All the time, every game. And I don't use REV either.
JosEPh
and I usually have enough production and my cities can't build anything else usefull then.
+1
with each road type increasing the
by +1. IE Trail gives +1, Mud Path +2 etc to simulate the extra amount you can move. It should also give pollution with Motorised Transport. It should have no chance of finding anything and it should not upgrade to anything.1) Rename Salt Mine, Borax Mine, and Magnesium Mine to Salt Merchant, Borax Merchant and Magnesium Merchant.
2) Limit the Salt Evaporation Point to between 35 degrees North and 35 degrees South.
3) Add a new building that requires fire and metal wares to evaporate the water from the salt for the higher latitudes. It should include some pollution and come later in the tech tree or require some organizational building like the Town Hall or the trade centre.
4) Add a new improvement Salt Gatherer for salt flats +1 +1 with each road type increasing the by +1. IE Trail gives +1, Mud Path +2 etc to simulate the extra amount you can move. It should also give pollution with Motorised Transport. It should have no chance of finding anything and it should not upgrade to anything.
We already have a Borax mine though.
I am saying rename all three from mine to merchant.
laying Fields
with Community
with Leisure
with Folk Medicine
with Folk Medicine
with Exploration
with Ceremony
with Gears
with Exploration
at Ornamentation
with Conciousness
with Conciousness

to represent new markets that are discovered with exploration. Welcome back Azure! I don't really have questions that I don't think I've figured out the answers to but you should review the naval review thread in full nevertheless. Note... I JUST put all the xml for all new tech adjustments together so I'm REALLY hoping everything seems like it's been sorted out ok to you as well.
