Yudishtira
Spiritual/Creative
I think you need an embassy, and that has a tech prereq.I don't know. I didn't see a way to do it. Maybe I'm looking in the wrong place.
I think you need an embassy, and that has a tech prereq.I don't know. I didn't see a way to do it. Maybe I'm looking in the wrong place.
I was referring to the entire option regardless of when it ends. It keeps the AI on higher alert and more militarized and less focused on developing and growing.With the gateway tech at the beginning of the Ancient Era it helps all civs sort of catch up anyway. So making the Minor Civs setting obsolete earlier rather than later would only benefit the AI. It doesn't seem like it can be too detrimental if it ends early on.
Interestingly enough, the Pathfinder is a new planned unit on the books further down the recon line. I will take a look at that suggestion though and it may fit better to make the pathfinder in the scout position and move the scout name to later.Suggestion:
Renaming the Trails tech to Pathfinding. I doubt that Trails were deliberately created by early man. They were more likely created because humans were traveling the path of least resistance. Pathfinding would also fit the Scout unit better, IMO.
ahahaha sorry about that, i just looked up what the order is, kinda confusing because it doesnt say what the order is u just have to look at the techs i guess, lol, anyways, thx. . .um, because there is already a path built on the plot to the NE while there is no route at all on the one to the SW. . .
Search for it in audio defines files.What the name of the song "SA_Early" (It playing on diplomacy screen of Smoke Jaguar)? I tried to google it and don't succeed.
Ok yes thank you Raxo: some have space terrain requirements.Some of those buildings may require space terrains or features.
In my test where I made all space buildings buildable on Earth I managed to get research overflow in Galactic era lol.
Well speed improvements aren't really felt when everyone has one city each.changes noticed on playing after 1 year
1- animals are normalized in first 100 turns. - good
2- AI is expanding fast - good
3- turn times are same -
did 200 turns, will post again after another 200 turns
@Toffer90 I think he hates, that Great Farmer can place resources only in certain terrain/feature combinations.AGAIN: can someone please put back the Great Farmer the way is was before, thx .. .SO...
Just to be clear, you're fine with tropical plants being grown in the arctic?AGAIN: can someone please put back the Great Farmer the way is was before, thx .. .SO...
could be:Just to be clear, you're fine with tropical plants being grown in the arctic?
AGAIN: can someone please put back the Great Farmer the way is was before, thx .. .SO...
@Toffer90 I think he hates, that Great Farmer can place resources only in certain terrain/feature combinations.
That is Great Farmer should be able to place any plant/animal resource anywhere.
The Great Farmer should be able to put anything anywhere, even in mountains, but some things should have tech requirements to match. This means that you can put bananas on a glacier but you need buildings to protect the plants and a few Google servers to provide the heat. Also can't put anything on an existing resource even those you can't see yet.Just to be clear, you're fine with tropical plants being grown in the arctic?
Too much to ask for now as it's not currently possible, but IIRC, the new tag that we'll eventually use for the farmer should be capable of that kind of tech access keying.The Great Farmer should be able to put anything anywhere, even in mountains, but some things should have tech requirements to match. This means that you can put bananas on a glacier but you need buildings to protect the plants and a few Google servers to provide the heat. Also can't put anything on an existing resource even those you can't see yet.