I'm also wondering if JFD's mods would recognize this compatibility mod since the (referenced) IDs are different.
Well, if JFD and I reach an arrangement on doing so, I'm sure it would, but as for now. Not really.
I'm also wondering if JFD's mods would recognize this compatibility mod since the (referenced) IDs are different.
THANKS!
One last question. I read in the description that all Unique Units (I'm assuming the one's that were removed during the changes, like the Battering Ram and Keshiks) are trainable via the enactable decisions. Does this include The B17 Bomber and Zero considering they're now available via Ideology, or am I just misinterpreting this?
Yeah, it's one of the religious decision that I'm afraid of actually buffing because it could insta finish a wonder/tech/policy if I did so. I'll do it in the hotfix of having a minor buff to it. (Don't get mad if the AIs finished a wonder instantly fast or steal your enhancement beliefs with it!)
So Im back after testing version 4.0! Tercios decision is working properly, I can now train them and man, are they good! they helped me turn my war against Rome around. On the other hand, there seems to be a little bug with Pizarro's decision, I get 3 well-trained conquistadores but not a single general. In addition, it allows me to enact the decision more than once. I have to admit I like that quite a lot, I didnt mind not getting the general as long as I could get 3 conquistadores for 900 coin.
I'll report again after I test Rome!
have a good one!
- Alpha -> Beta phase. (More balanced E&D!)
- Create the Counter Armada (England) transformed into Development of a Welsh Bow (England) granting the production of Longbowman.
- Fund the Development of Gunpowder (Korea) no longer grants 2 free Hwach'a in exchange for the production of Turtle Ships.
- Become a Gunpowder Empire (Ottoman) transformed into siege and gunpowder units having +25% against cities and unlocking the production of Sipahi.
- Develop the Phalanx Formation (Greece) transformed into Establishment of the Hetairoi (Greece) providing the production of the Companion Cavalry.
- Companion Cavalry receives a Great General Combat Bonus similar to Hakkapeliitta.
- Moral Alignment: Upon a random events and settlement events, choices will affect the moral values of the ruler. Choosing good decisions may be less beneficial but will make you a benevolent ruler granting +10% growth(not food), but -15% production. Choosing bad decisions is vice versa with the making of a malevolent ruler granting +15% production, but -10% growth(not food). Being pragmatic from neutral decisions will not yield any bonus or penalty. Likewise as being a certain type of ruler, certain type of choices will become available on other events. (Ex. Corruption event may provide a positive yield for a malevolent ruler profiting off corruption whereas a benevolent ruler may have to take any negative yield heavily from corruption.
- To help the AI with consistent moral behavior, choices are weighed based on their leader's flavor. A leader who heavily favors growth and expansion may be either malevolent or benevolent if the choice provides benefits critical to growth and expansion.
- To make up for Venice's lack of Settlement Events, Venice additionally earns +10% gold if malevolent, +10% culture if benevolent, and +5% culture and gold if pragmatic.
- Moral Alignment also opens up resolutions reserved for benevolent or malevolent nations. However, moral alignment does not affect the diplomacy of any civilization toward others.
- Settlement Events. Appears on a 50% chance when settling a city. Gives you 3 choices that will impact the moral values of the nation.
- "The locals in this area has numbered to a small amount of tribal natives. They are unwilling to assimilate into our culture."
- "They were here first, we must respect their will and expand around them." (-15% border growth, +1 happiness, +1 morality)
- "If we don't claim the land here, someone else with malice will. We'll relocate them onto reservations." (+1 population, -5% border growth in the city, 25% chance of a barbarian spawning near city, lose a small amount of gold)
- "You can never have too many slaves. Seize their land." (+1 population, +20% border growth in the city, 50% chance of 2 barbarians spawning near city, -1 morality)
- And much more.
- More random events such as a disease outbreak that reduces a percentage of your population in your cities, economic recession, economic boom.
Oh well, what to expect for version 6:
what version 5?
That's the beta version for version 6. Which is coming up in 2 hours after this post.
Bump
\Skodkim
I'm a bot of a newbie here - how exactly do I install this mod?
I downloaded the link on the first page. Do I just need to run the CPP installer again?
Thanks in advance!
Oh. What about version 5? Is that compatible?
Yes, I'd expect version 5 to be released within this week or so. Provided there aren't anymore updates to the CBP.