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

On deity you should have cities dedicated to produce wealth either way.

Yeah you can but its taking down your economy growth rate, citys that dont build = - economy growth. Its good hard gameplay, try it. If you want to be worldleader and keep the pos you need to play really good and get gold better than lazy ways only my citys give me enouth gold. Its challenging. Look game report from arihant up here, hes turn 1300 and treasury empty and has only 80 points and AI has over 100 already. There are alot of ways to make gold and its not to easy, good point of the game/mod. Deity + Ethernal = alot of problems and less gold = harder game.
 
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Multimap is hardest thing to do in that mod.
It WON'T be in this decade and probably it won't be here in next 5 years.

Dont talk, do it this year. :goodjob: Maybe isnt to hard, letz say load the map play one turn, then transfer units from UEM map to space map, save map, then load space map, get the transferd units at transfer plot, play a turn on spacemap, save space map, load UEM map and play again one turn on UEM map. Dont sounds to hard to do, just teach game to load and save maps and to save units transfered from one map to next map to hdd then load them into new map when map is loaded. So you can play more scenarios/maps in one game but seperated and you can transfer units from one map to another. So this can be expanded endless... just make a way to transfer units from one map to next map, all maps play as now but you can go from earth to space and then from space to moon and so on. Bit long loading time because you need to load every scenario/map for every turn new but will work.
 
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Dont talk, do it this year. :goodjob: Maybe isnt to hard, letz say load the map play one turn, then transfer units from UEM map to space map, save map, then load space map, get the transferd units at transfer plot, play a turn on spacemap, save space map, load UEM map and play again one turn on UEM map. Dont sounds to hard to do, just teach game to load and save maps and to save units transferend from one map to next map to hdd then load them into new map when map is laoded. So you can play more scenarios/maps in one game but seperated and you can transfer units from one map to another. So this can be expanded endless... just make a was to transfer units from one map to next map, all maps play as now but you can go from earth to space and then from space to moon and so on. Bit long loading time because you need to load every scenario/map for every turn new but will work.
Very funny.
I guess @Thunderbrd and @alberts2 have to explain you why its hardest thing to do.
Also multimaps will lay useless if they don't teach AI, that NASA and its prereqs are nice buildings.
 
Best mod now, will make it even better. Hopfully they get it to work. :thanx:Then i can start making planet maps and space maps. And we can go from earth into space. With more seperate maps. Each planet one map. :thumbsup:
 
Best mod now, will make it even better. Hopfully they get it to work. :thanx:
More important thing is to make AI build buildings no matter what, if cost of it is below 10% - 25% of current production rate.
+Crime buildings would be excluded from that.
+Pollution resource producer building would be excluded, if it isn't prereq for anything and if that resource is already produced.
 
AI is always important, but is doing a good job on my game now. Cant tell anything about later eras, still in ancient and AI now is doing way better job then before and looks to dont go bankrupt now. AI plays good now. Alot of stuff i reported got fixed. Outstanding! But your right AI is always good to be improved also. But AI can be also improved further when we got multimap. :goodjob::crazyeye::goodjob:
 
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Also multimaps will lay useless if they don't teach AI, that NASA and its prereqs are nice buildings.

There is a way to "hack" it and make them build the NASA building, basically add bonuses like :science:, :hammers: or :gold: and they will build it. For the required Rocket Fuel Refinery it would probably need higher bonuses so the AI favors it, too.
 
There is a way to "hack" it and make them build the NASA building, basically add bonuses like :science:, :hammers: or :gold: and they will build it. For the required Rocket Fuel Refinery it would probably need higher bonuses so the AI favors it, too.
NASA already produces :science:

It needs military air bases, maybe AI never builds them?
 
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Can't we also make the NASA a world wonder that unlocks space for everyone? Like how the Manhattan Project unlocks nukes.

That way players could build it and the AI would piggyback on that.
 
Can't we also make the NASA a world wonder that unlocks space for everyone? Like how the Manhattan Project unlocks nukes.

That way players could build it and the AI would piggyback on that.
It doesn't unlock space, it unlock launch site effect, that allows creation of space units.
 
BUG/PROBLEM: Looks like a small event bug here, my war galley 4 (Boston) got stuck event in a reef plot near england, but the ship is in boston city. Now it cant move 2 turns. Nice they can teleport to a reef near london and get stuck. :) Event should happen only when a ship trys to travel thrue a reef plot not when it sits in city harbour i think. If possible to change the event this way.
 

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BUG/PROBLEM: Ziggurat should require mesopotanism to be able to build or? Wrong requirment in building or only in pedia? Or want to let build it everyone who has religion in city? But requires mesopotanism isnt displayed, maybe bug there maybe not.
 

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You need to build the Temple of An first. It's in the pedia section of the religion:
RELIGION HELP : mesopotamism doesn't work as usual religions does,it has no monasteries or cathedrals. In other hand, mesopotamism have 5 differents kinds of temples, each of them belonging to a deity and giving together the same amount of bonuses than any other religion; please, note that you need to build temple of An ( it was the mayor god in mesopotamic pantheon )in order to build any other temple. Also, you have to consider one more thing about mesopotamism, it can be a powerfull religion in ancient times, as it was in history, but it will become almost obsolote with gunpowder, as many of the bonuses are concerned to old units.
 
You need to build the Temple of An first. It's in the pedia section of the religion:

Yes but the pedia dont showes that you need mesopotanism to build the zigurat. So building is bugged or pedia is wrong. Pedia says i only need priesthood and stone or something else, so everyone may build it without mesopotanism if he got the tech.
 
And what meens that exactly? +2% per unit in play? For all unit cost +2% or how works/counts that? Screenie red marked...
 

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Yes but the pedia dont showes that you need mesopotanism to build the zigurat. So building is bugged or pedia is wrong. Pedia says i only need priesthood and stone or something else, so everyone may build it without mesopotanism if he got the tech.

Ah, my bad. With PPIO it shows the icon. I wonder what's causing that in vanilla.

Icon.png

And what meens that exactly? +2% per unit in play? For all unit cost +2% or how works/counts that? Screenie red marked...

It's the percent increase to the :gold: upkeep of the unit for every one that exists.

This means that if the unit costs 1 :gold:/turn then if you have 3 (the maximum amount for that unit), you'd be paying 1 + 1(2%+1) + 1(2%+2%+1) = 3.06 :gold:.

If you want to change it look for the unique key each localization has then look in the files for one that has <iInstanceCostModifier> as one of it's integers. For eth Tucano Merchant it is in Cultures_CIV4UnitClassInfos.xml at line 2166.
 
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No i dont changed anything this game for now in the mod, all works good so far, 2% is ok. Just need to understand this calculation. +0.2 gold per unit or base increase is ok. I will only change big game breakers if needed badly.

Look this: (Ziggurat dont needs mesopotanism to be build as "Requires" So pedia bug or building bug maybe.) Everyone can build zigurat now if he has the tech + masonry + priesthood + bricks. I think should need meso to be able to build it. And yes is missing in the text as you displayed above also. Should be requires mesopotanism + masonry + priesthood + bricks or stone or marble. (Requires - Missing icon and missing in pedia text) Also is missing requires "Stone or marble or bricks" in Pedia text.

Ah i see the problem, mesopotanism icon is moved to the end, has to be at start or before bricks or stone... or missing AND mesopotanism... is a bit anoying that a requirment is dispayed at the end if you dont know that. Normaly it is displayed first. Looks like or marble + mesopotanism.

upload_2018-9-18_2-51-37.jpeg
 
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It still needs the religion, in Regular_CIV4BuildingInfos.xml from line 112 410 to 112 427:
Code:
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <AndDependencyTypes>
                <DependencyType>RELIGION_MESO</DependencyType>
            </AndDependencyTypes>
            <PrereqTech>TECH_PRIESTHOOD</PrereqTech>
            <TechTypes>
                <PrereqTech>TECH_MASONRY</PrereqTech>
            </TechTypes>
            <iPrereqPopulation>13</iPrereqPopulation>
            <PrereqBonuses>
                <Bonus>BONUS_BRICKS</Bonus>
                <Bonus>BONUS_STONE</Bonus>
                <Bonus>BONUS_MARBLE</Bonus>
            </PrereqBonuses>
            <PrereqReligion>RELIGION_MESO</PrereqReligion>

Ah i see the problem, mesopotanism icon is moved to the end, has to be at start or before bricks or stone... or missing AND mesopotanism... is a bit anoying that a requirment is dispayed at the end if you dont know that. Normaly it is displayed first. Looks like or marble + mesopotanism.

For that the <PrereqReligion>RELIGION_MESO</PrereqReligion> should be moved to the start, though gameplay-wise that changes nothing.
 
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