Hydromancerx
C2C Modder
Correct.
All those who are getting this flashy stuff, are you'll using Perfect World 2 by any chance? There is a known bug in that Mapscript (as far as i know).
Ok.
Yes. Hmm I will try it on another map then.
Another game (this time without additional civs) and CTD at same turn at 3250 BC.
Yeah me too!
I have just played another game and my first city had so much health without and buildings or resources that it could grow to size 6. I suspect it was all the forest near by. I think that the only "real" solution to the population problem is not health but bringing back the Civ III idea of requiring a building to get above a certain size and have that building require a tech. Either that or remove the huge unhealthiness at the start and add it back at important or bottleneck techs.
That's what I want to do with my residential mod. However in doing so I would make it so a city cannot become unhealthy from over population. :/ Which is why I am still pondering on the subject.
Turns out that most subdued animals aren't costing maintenance, I just looked. I just have a surplus of those that do. So I either need to make them all cost or make none of them cost. I have been thinking I should make them "defend only" to reduce the war aspect of them. Although I have seen somewhere that the Asian rhino was used as an attack unit. So maybe I do need to make a new animal unit "Shock Rino" for it to upgrade to once you have the correct techs.
I plan to add a Mammoth and Megatherium unit for the "Mammoth Trainer" and "Megatherium Trainer" wonders under "Megafauna Domestication" tech. This tech represents the alternate timeline tech for the prehistoric era. I plan to have the following for each era ...
Prehistoric - Megafauna Domestication
Ancient - ? (Lost Technology)
Classical - ?
Medieval - ?
Renaissance - Gearpunk
Industrial - Steampunk
Modern - Dieselpunk
Trans-Human - Cyberpunk
Galactic - ?