Fixed it on GithubYou can stop it getting any older by fixing it...![]()

I guess techs were moved around so you can get vertical farms before androids

Fixed it on GithubYou can stop it getting any older by fixing it...![]()
OH?!I think a Great Chief is what a Warlord becomes when you capture one. It is not buildable.
That one obsolete at copper working, an exception since it's unlocked so close to sedentary lifestyle.and that include the Neanderthal Mammoth Rider
Those graphics are unchanged since forever.No offense meant, but the new graphic for vertical farm is ugly/weird. I thought they were little green crabs at first.
That one obsolete at copper working, an exception since it's unlocked so close to sedentary lifestyle.
Neanderthals originally obsoleted at sedentary lifestyle, around the time of their extinction, raxo changed it to copper working a year back or so, I don't remember the reasoning behind that change.But still, why making them all obsoletes ways before what we had in the ancient versions of the mod?
One of things was to make Neanderthal worker actually buildable for players.Neanderthals originally obsoleted at sedentary lifestyle, around the time of their extinction, raxo changed it to copper working a year back or so, I don't remember the reasoning behind that change.
Very good idea. I think you would have to split each crime/disease into separate autobuilds (Common Cold 1 to n) for each level.Question/idea if possible.
Can buildings react to properties?
If so, diseases/crime could be a lot more variable rather than simply being enabled or disabled.
An example would be how the common cold simply stops existing if you stack enough medical units, instead you could have it always exist and ramp up depending on the disease property.
Disease (Common Cold): +1
+1+1
with 50 disease
+1+1
-1%
with 100 disease
Crime (Shoplifting): -1
-1+1
+1 experience for criminals with 100 crime
-2+2
with 200 crime
etc
Not serious numbers, but an example of how it could function.
Possibly gate some levels of it behind tech like with education.
around the time of their extinction
We don't have tags to allow that. In Outbreaks and Afflictions, there will, however, be varied levels of intensity represented by layers of autobuilds, like Crime (Shoplifting) I, Crime (Shoplifting) II and so on. It could be very feasible to have crimes and diseases that have the lowest forms of them be almost always present.Question/idea if possible.
Can buildings react to properties?
If so, diseases/crime could be a lot more variable rather than simply being enabled or disabled.
An example would be how the common cold simply stops existing if you stack enough medical units, instead you could have it always exist and ramp up depending on the disease property.
Disease (Common Cold): +1
+1+1
with 50 disease
+1+1
-1%
with 100 disease
Crime (Shoplifting): -1
-1+1
+1 experience for criminals with 100 crime
-2+2
with 200 crime
etc
Not serious numbers, but an example of how it could function.
Possibly gate some levels of it behind tech like with education.
Not that far off in Civ time variation and if you consider that the latest ones are more interbred and we can still point to people with their DNA, in a way they've never been fully extinct as they live on through many of us as a dwindling influence.Sedentary Lifestyle at 38,000 BC? https://en.wikipedia.org/wiki/Neanderthal_extinction
I'd say that's a lot closer than copper working was.Sedentary Lifestyle at 38,000 BC? https://en.wikipedia.org/wiki/Neanderthal_extinction
Are we now pandering to the "Historically correct group again"? This is supposed to be a What If Mod, not Realism Invictus. Or did SO want us to move to the More accurate history mod group?Not that far off in Civ time variation and if you consider that the latest ones are more interbred and we can still point to people with their DNA, in a way they've never been fully extinct as they live on through many of us as a dwindling influence.