C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

Well not possible, unless you edited units movement range or gave promo that adds movement point to sea units.

Cant enter sea and ocean plots with ships before tech astronomy is researched... only costal water, need a option to disable that movement restriction, some ships need other tech also i think... you can make a option that disables this restriction for naval units...

Maybe you can enable that what astronomy tech is doing for naval units by option button.

Like enable option = All ships can move into sea and ocean plots, not only in costal water plots without astronomy and other tech needed.
 
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This is what you get for not checking player/team definitions after saving.
Players/AI may get gold if they are first to discover natural wonder.
I'm not sure about handicaps.

Your right same problem on egyptian civ, all civ that start near natural wonder and discovery it at game start will get 9725 gold at start, even if you start on deity where it should give 500 gold, so its C2C problem, but small problem, so they just a bit richer at start.
 
Cant enter sea and ocean plots with ships before tech astronomy is researched... only costal water, need a option to disable that movement restriction, some ships need other tech also i think... you can make a option that disables this restriction for naval units...

Maybe you can enable that what astronomy tech is doing for naval units by option button.
You can move that tag to nomadic lifestyle if you want, just search for Astronomy tech.
 
You can move that tag to nomadic lifestyle if you want, just search for Astronomy tech.

Move wich tag in wich file? Let me know the tag to move it to earlyer tech and the file to edit...

I see nothing that does something for ships here:

<TechInfo>
<Type>TECH_ASTRONOMY</Type>
<Description>TXT_KEY_TECH_ASTRONOMY</Description>
<Civilopedia>TXT_KEY_TECH_ASTRONOMY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_TECH_ASTRONOMY_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<iCost>2528</iCost>
<Era>ERA_RENAISSANCE</Era>
<iAsset>32</iAsset>
<iPower>4</iPower>
<bTrade>1</bTrade>
<iGridX>52</iGridX>
<iGridY>15</iGridY>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_ASTROLABE</PrereqTech>
</OrPreReqs>
<Quote>TXT_KEY_TECH_ASTRONOMY_QUOTE</Quote>
<Sound>AS2D_TECH_ASTRONOMY</Sound>
<SoundMP>AS2D_TECH_MP_ASTRONOMY</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Astronomy.dds,Art/Interface/Buttons/TechTree_Atlas.dds,7,1</Button>
</TechInfo>
 
Move wich tag in wich file? Let me know the tag to move it to earlyer tech and the file to edit...

I see nothing that does something for ships here:

<TechInfo>
<Type>TECH_ASTRONOMY</Type>
<Description>TXT_KEY_TECH_ASTRONOMY</Description>
<Civilopedia>TXT_KEY_TECH_ASTRONOMY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_TECH_ASTRONOMY_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<iCost>2528</iCost>
<Era>ERA_RENAISSANCE</Era>
<iAsset>32</iAsset>
<iPower>4</iPower>
<bTrade>1</bTrade>
<iGridX>52</iGridX>
<iGridY>15</iGridY>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>7</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_ASTROLABE</PrereqTech>
</OrPreReqs>
<Quote>TXT_KEY_TECH_ASTRONOMY_QUOTE</Quote>
<Sound>AS2D_TECH_ASTRONOMY</Sound>
<SoundMP>AS2D_TECH_MP_ASTRONOMY</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Astronomy.dds,Art/Interface/Buttons/TechTree_Atlas.dds,7,1</Button>
</TechInfo>
No idea how to change that then.
 
No idea how to change that then.

Maybe i can move the tech astronomy to classical lifestyle and do another PrereqTech, so it can be researched earlyer in classical lifestile, maybe that works.
 
Maybe i can move the tech astronomy to classical lifestyle and do another PrereqTech, so it can be researched earlyer in classical lifestile, maybe that works.

Moving the tech sucks, so letz look here, CIV4UnitInfos.xml, naval units have this:

<TerrainImpassableTypes>
<TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
<TerrainType>TERRAIN_SEA_POLAR</TerrainType>
<TerrainType>TERRAIN_SEA</TerrainType>
<TerrainType>TERRAIN_SEA_DEEP</TerrainType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<TerrainType>TERRAIN_LAKE</TerrainType>
</TerrainImpassableTypes>

Where is the code that astronomy tech will remove that? Well i can remove that manually for every naval unit in game, but there must be a easyer way to remove that movement restriction... any idear? Somewhere must be the code that makes astronomy tech to remove that... if you can enable or disable that code then you can make the option. Or someone has any idear what to edit manually to remove it easy and not for every naval unit?
 
Spoiler XML examples :
Code:
            <TerrainImpassableTypes>
                <TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_SEA_POLAR</TerrainType>
                <TerrainType>TERRAIN_SEA</TerrainType>
                <TerrainType>TERRAIN_SEA_DEEP</TerrainType>
                <TerrainType>TERRAIN_OCEAN</TerrainType>
                <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH</TerrainType>
                <TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
            </TerrainImpassableTypes>
            <TerrainPassableTechs>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA_POLAR</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA_DEEP</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
            </TerrainPassableTechs>
Code:
            <TerrainImpassableTypes>
                <TerrainType>TERRAIN_OCEAN</TerrainType>
                <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH</TerrainType>
                <TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
            </TerrainImpassableTypes>
            <TerrainPassableTechs>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_OCEAN</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_TRENCH</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
            </TerrainPassableTechs>
Well i can remove that manually for every naval unit in game, but there must be a easyer way to remove that movement restriction... any idear?
No other way.
 
Spoiler XML examples :
Code:
            <TerrainImpassableTypes>
                <TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_SEA_POLAR</TerrainType>
                <TerrainType>TERRAIN_SEA</TerrainType>
                <TerrainType>TERRAIN_SEA_DEEP</TerrainType>
                <TerrainType>TERRAIN_OCEAN</TerrainType>
                <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH</TerrainType>
                <TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
            </TerrainImpassableTypes>
            <TerrainPassableTechs>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA_POLAR</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_SEA_DEEP</TerrainType>
                    <PassableTech>TECH_SEAFARING</PassableTech>
                </TerrainPassableTech>
            </TerrainPassableTechs>
Code:
            <TerrainImpassableTypes>
                <TerrainType>TERRAIN_OCEAN</TerrainType>
                <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH</TerrainType>
                <TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
                <TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
            </TerrainImpassableTypes>
            <TerrainPassableTechs>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_OCEAN</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_TRENCH</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
                <TerrainPassableTech>
                    <TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
                    <PassableTech>TECH_ASTRONOMY</PassableTech>
                </TerrainPassableTech>
            </TerrainPassableTechs>
No other way.

Ok cool, can you do a option that disables <PassableTech> by enabling or not possible? Otherwise i have do it manualy.
 
I cannot do it, and the idea does not seem plausible to me.

CivIVUnitInfos.xml

Ok the i will use Notepad++ and change fast all TECH_ASTRONOMY</PassableTech> to TECH_SEAFARING</PassableTech> that will make earlyer ocean movement possible easy then, just one click with change all.

Also i changed this TECH_OPTICS/PassableTech> to TECH_SEAFARING</PassableTech>.

Makes ocean travel possible earlyer now. So when seafaring is researched the gamer and the AI can enter ocean plots with naval units.
 
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CivIVUnitInfos.xml

Ok the i will use Notepad++ and change fast all TECH_ASTRONOMY</PassableTech> to TECH_SEAFARING</PassableTech> that will make earlyer ocean movement possible easy then, just one click with change all.

Also i changed this TECH_OPTICS/PassableTech> to TECH_SEAFARING</PassableTech>.

Makes ocean travel possible earlyer now. So when seafaring is researched the gamer and the AI can enter ocean plots with naval units.
Why is this important to break the rules for?
 
Why is this important to break the rules for?

Ocean travel comes to late on eternity, world will be full of citys when the civs are available to travel the oceans, makes also sense because humanity traveld the oceans early, they just dont traveld to far out mostly but sometimes. Thor heierdal showed with kon tiki that also a kon tiki raft can travel the ocean early. But i will change it to a point, (Seafaring) that all ships from there will be able to travel sea and ocean plots. Just takes to long before ships can enter ocean plots.

So i also will make ships starting from tech piracy and seafaring like cog merchant and these special pirate culture ships and starting at trireme (Seafaring) and so on to be able to travel ocean plots not only sea plots. Cog merchant is able to sail ocean in real also the trireme is, they just dont did it alot or we dont know it, but these ships can survive ocean. (UEM has no sea plots now, i can add a layer to 3.8, but there is no large differnce between sea and ocean plots, ships that can travel sea can also travel ocean. Sea plots not needed, can be removed, costal and ocean plots are ok, ship isnt insterested how deep water is under it. Limiting the range of ships on that sucks a bit, thats why UEM has the coastal way, but travling oceans comes to late on eternity.)

Also i will maybe move a early transport ship to seafaring or ship building tech to make it available faster.

Edit:

I will make all ships exept low level canoes to be able enter ocean plots by seafaring tech, including outrigger, galley, war galley and so on... so they found out how to travel by the stars and can enter ocean plots from there. So ships can start enter ocean plots by turn 1600 to 2000. Excluding small ships like canoe.
 
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Ocean travel comes to late on eternity, world will be full of citys when the civs are available to travel the oceans, makes also sense because humanity traveld the oceans early, they just dont traveld to far out mostly but sometimes. Thor heierdal showed with kon tiki that also a kon tiki raft can travel the ocean early. But i will change it to a point, (Seafaring) that all ships from there will be able to travel sea and ocean plots. Just takes to long before ships can enter ocean plots.

So i also will make ships starting from tech piracy and seafaring like cog merchant and these special pirate culture ships and starting at trireme (Seafaring) and so on to be able to travel ocean plots not only sea plots. Cog merchant is able to sail ocean in real also the trireme is, they just dont did it alot or we dont know it, but these ships can survive ocean. (UEM has no sea plots now, i can add a layer to 3.8, but there is no large differnce between sea and ocean plots, ships that can travel sea can also travel ocean. Sea plots not needed, can be removed, costal and ocean plots are ok, ship isnt insterested how deep water is under it. Limiting the range of ships on that sucks a bit, thats why UEM has the coastal way, but travling oceans comes to late on eternity.)

Also i will maybe move a early transport ship to seafaring or ship building tech to make it available faster.
At some point a seaworthiness mod for ships is intended to represent the risk of deep sea travel making it possible to attempt it but accompanied with threat to the ship if not quite perfectly safe. It's understood for now that it's only once the ships are MOSTLY immune to deep sea weather that they can travel deep oceans and so on. Sure there's the rare exception and yes, there's maps that prove we had ancient era exploration of areas like the new world and coast of Antarctica, but with such a boolean is/is not capable situation that we have now, where we stand in the mod is pretty appropriate for controlling growth.

Part of the issue with the map being filled with cities by the time you can expand is that most civs are tech competitive with the leader, unlike the way we found the new world in RL. There are numerous reasons for that too that warrant a lot of interesting discussions. In some regards, such as wisdom and spirituality and land management, even some governmental civic structures, the new world was MORE advanced - but you'd never know it in the great White world we live in that would never accept such an observation.

It's also a lesser known fact that the US was hugely populated but had just been decimated by a major disease wave just before Columbus's arrival, which the mod (following suit with original CivIV) still places as the moment when colonization to the new worlds become possible despite the vikings having done it an age beforehand.
 
At some point a seaworthiness mod for ships is intended to represent the risk of deep sea travel making it possible to attempt it but accompanied with threat to the ship if not quite perfectly safe. It's understood for now that it's only once the ships are MOSTLY immune to deep sea weather that they can travel deep oceans and so on. Sure there's the rare exception and yes, there's maps that prove we had ancient era exploration of areas like the new world and coast of Antarctica, but with such a boolean is/is not capable situation that we have now, where we stand in the mod is pretty appropriate for controlling growth.

Part of the issue with the map being filled with cities by the time you can expand is that most civs are tech competitive with the leader, unlike the way we found the new world in RL. There are numerous reasons for that too that warrant a lot of interesting discussions. In some regards, such as wisdom and spirituality and land management, even some governmental civic structures, the new world was MORE advanced - but you'd never know it in the great White world we live in that would never accept such an observation.

It's also a lesser known fact that the US was hugely populated but had just been decimated by a major disease wave just before Columbus's arrival, which the mod (following suit with original CivIV) still places as the moment when colonization to the new worlds become possible despite the vikings having done it an age beforehand.

Yep, thats why i move ocean travel to seafaring, its mid sized, not to early and not to late, should work fine. Takes a while now until you reach seafaring. I will make a UEM scenario for new world discovery later, starting with larger european and asian civs. Will be a colonization scenario with UEM. Starting larger european civs and smaler native civs in north and south america, australia... start age arround 1492.
 
Yep, thats why i move ocean travel to seafaring, its mid sized, not to early and not to late, should work fine. Takes a while now until you reach seafaring. I will make a UEM scenario for new world discovery later, starting with larger european and asian civs. Will be a colonization scenario with UEM. Starting larger european civs and smaler native civs in north and south america, australia... start age arround 1492.
That year/era would be about when it is already set now.
 
Why does it suck to be limited until then and have to work with the continent you're on and what you can reach until a little later?

Just takes to long, more interesting gameplay to found colonys/outposts and so on so i put the coastal way arround the world, meens you can make early contacts and some colonys/outposts, but you have to go long ways a while, now i make seafaring to give all larger ships the availability to enter ocean plots, meens arround turn 1600 - 2000 on eternity you can travel everywhere without going long costal ways and discover the oceans and found colonys/outposts on islands and you can do trade in time on eternity.

So what i did now is:

CIV4UnitInfos.xml

Change for all ships
TECH_ASTRONOMY</PassableTech>
To
TECH_SEAFARING</PassableTech>

Change for all ships
TECH_OPTICS</PassableTech>
To
TECH_SEAFARING</PassableTech>

= All ships that will be able to travel sea or ocean plots by astronomy, will now be able to do that by tech seafaring now.

Ships to change because they cant enter ocean plots at all, but they should be able at a point of time:
(I do that only for larger ships not for canoes/rafts.)

Outrigger
Galley
Wargalley
Cog
Trireme

(Later ships researched after seafaring tech just need to be removed ther emovement restriction for ocean plots if they got one, thats it, ready to go.)

Change entire block of <TerrainPassableTechs> to:

<TerrainPassableTechs>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_SEA_DEEP</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
<TerrainPassableTech>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<PassableTech>TECH_SEAFARING</PassableTech>
</TerrainPassableTech>
</TerrainPassableTechs>

Where are these special culture naval units like Arabian Galliot? In wich file? (Piracy tech units) Ok found that in Heroes_CIV4UnitInfos.xml

Changing culture ships there:
Borobudur
ARABIAN_GALLIOT
Galliot (Venetian)

Also i will enabel sea trade on ocean plots by seafaring tech now, will move the code from navigation tech to seafaring tech.


<TerrainTrades>
<TerrainTrade>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_OCEAN_POLAR</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_OCEAN_TROPICAL</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_TRENCH</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_TRENCH_POLAR</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
<TerrainTrade>
<TerrainType>TERRAIN_TRENCH_TROPICAL</TerrainType>
<bTerrainTrade>1</bTerrainTrade>
</TerrainTrade>
</TerrainTrades>
 
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Just me but that impatience just then pops the bubble early enough that it makes the modern+ less interesting by the time you get there. Where it's at you feel it's well earned once you reach it, which is good because the Ren and Industrial eras can be boring as hell if you aren't expanding a lot during that period.
 
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