the only mod that i know would change colors is tofts flag mod?
Gilgamesch, maybe you would add these new options trading with Diplomatic mod to the CCTP?
Turn 1152, medieval:
There is a problem with the espionage system, it only show two of my cities and i cant move my spies there. After 100 or so turns in the medieval,
it finally shows the cities of other players. I was able to send my first spy but not the second.
There seems to be a lack of must have wonders and techs in this period.
Most are of the culture/faith variety with slots for great people. Balancewise the nonpermissive mp-costs force me to skip most of them, so the ai gets a lot
of them too(wich is good). Btw, what happens to my mp, when i "liberate" these cities later on? If i have to bear the full mp cost, i´m going to avoid enemy cities with wonders, lol.
At king level, the rubberband mechanic for techs works really strong, i wonder whats it like in higher levels.
Maybe it would be a good idea to give the ai a strategic ressource and mp boost. I often find myself plopping iron mines and other stuff in their territory.
Finally, i cant do nothing with the admiral(suicide mechanic), what for is he good then? (Kind of like in real life.)
Cheers, Mat.
Edit: Was able to move second spy, but now can´t move both spies anywhere else, the "move"-button doesn´t work.
Other player´s cities are only shown after pressing the green "population"-button.
I make way too much money, ca. 2k per year with 15 cities.
I´m still in the medieval period, so secularism can´t be the problem.
Btw, the unemployment is way too high. Rome now has 78 people living there, but 16 are without jobs. Thats 20 %, while in reality it´s only 6 %.![]()
Well then, I started playing without Diplo mod, but again I have crashes. Could someone take a look at the logs and write what is wrong?
Hmm, CiV was never developed for realism.
What should i say i doesnt played this game since month, all my time is spended into this mod.![]()
Earlier everythings worked together, but recently I added a few new modifications.
Spoiler :[RFE] Colonies! (v 4)
AI - Secondary Workers And Settlers (v 1)
AI - Smart (v 2)
Buildings - Guilds Great Work Displays (v 2)
Promotions - Flagship (v 1)
Cultural Capitals (Brave New World Edition) (v 16)
DLL - Various Mod Components - 34 Civs (v 52)
Emigration (v 5)
EuroVision Song Contest (v 1)
Global - 2 Units Per Fort (v 1)
Global - 2 Units Per Tile (v 2)
Global - 3 Units Per City (v 1)
Global - Air Routes (v 1)
Global - Barbarian XP Level 6 (v 2)
Global - City Bombard Range (v 1)
Global - City Forest Bonus (v 3)
Global - City Working Distance (v 7)
Global - Civilians Move After Purchase (v 2)
Global - CS Raze Rarely (v 2)
Global - GA Happiness (v 1)
Global - Great Work Research (v 3)
Global - Great Work Vaults (v 2)
Global - Raze Major Capitals (v 1)
GlobalRazeMajorCaoitals
Historical Religions Edit (BNW or GK) (v 32)
Improved Nuclear Missiles (v 6)
Improvement - Airbases (v 12)
Improvement - Pontoon Bridge (v 2)
Improvement - Tunnel (v 3)
InfoAddict (v 22)
Ingame Editor (v 38)
More Great Musicians
More Great Works (v 3)
More War (v 3)
Promotions - AntiAir Specialisations (v 1)
Promotions - Extra Cargo (v 5)
Promotions - Flagship (v 1)
Promotions - Siege Defensive Terrain (v 2)
Promotions - Terrain Crossing (v 3)
Quick Turns (v 9)
R.E.D. Modpack (v 27)
Tech - Satellites Reveal Cities (v 9)
Trait - River Connection (v 2)
UI - City Expansion (v 14)
UI - City Production (v 14)
UI - Enhanced Rankings (v 13)
UI - Improved City Banner (v 6)
UI - Trade Opportunities (v 27)
Units - Multiple Upgrades (v 2)
YnAEMP DLL Leader fix for BNW (v 2)
That sucks, because it´s fun. Btw., i compared my Rome unemployment rate to the
real one in jest, not because i was complaining. That said, there is a small balance issue here, maybe by adding buildings wich could "eat up" the people wich have no jobs would solve that (like the colliseum,lol). A group of buildings, wich would have space for many heads, to be used for an increase in production, science, gold, culture, espionage or food, but would have high costs in one or more of these ressources as well. depending on how many heads you put in.
Example:
Factory- space for 5 heads, each produces a number of hammers, but costs a number of gold/food.
Variations and combinations of this could be created for all the ages and ressources.
It could maybe even implemented in existing buildings, by adding more slots and giving the heads a cost.
Anyway, you probably already know how to balance the new version of the mod.
I hope that you find more people who can help you to finally finish it.
So that you can finally play it as well.![]()
Earlier everythings worked together, but recently I added a few new modifications.
Spoiler :[RFE] Colonies! (v 4)
AI - Secondary Workers And Settlers (v 1)
AI - Smart (v 2)
Buildings - Guilds Great Work Displays (v 2)
Promotions - Flagship (v 1)
Cultural Capitals (Brave New World Edition) (v 16)
DLL - Various Mod Components - 34 Civs (v 52)
Emigration (v 5)
EuroVision Song Contest (v 1)
Global - 2 Units Per Fort (v 1)
Global - 2 Units Per Tile (v 2)
Global - 3 Units Per City (v 1)
Global - Air Routes (v 1)
Global - Barbarian XP Level 6 (v 2)
Global - City Bombard Range (v 1)
Global - City Forest Bonus (v 3)
Global - City Working Distance (v 7)
Global - Civilians Move After Purchase (v 2)
Global - CS Raze Rarely (v 2)
Global - GA Happiness (v 1)
Global - Great Work Research (v 3)
Global - Great Work Vaults (v 2)
Global - Raze Major Capitals (v 1)
GlobalRazeMajorCaoitals
Historical Religions Edit (BNW or GK) (v 32)
Improved Nuclear Missiles (v 6)
Improvement - Airbases (v 12)
Improvement - Pontoon Bridge (v 2)
Improvement - Tunnel (v 3)
InfoAddict (v 22)
Ingame Editor (v 38)
More Great Musicians
More Great Works (v 3)
More War (v 3)
Promotions - AntiAir Specialisations (v 1)
Promotions - Extra Cargo (v 5)
Promotions - Flagship (v 1)
Promotions - Siege Defensive Terrain (v 2)
Promotions - Terrain Crossing (v 3)
Quick Turns (v 9)
R.E.D. Modpack (v 27)
Tech - Satellites Reveal Cities (v 9)
Trait - River Connection (v 2)
UI - City Expansion (v 14)
UI - City Production (v 14)
UI - Enhanced Rankings (v 13)
UI - Improved City Banner (v 6)
UI - Trade Opportunities (v 27)
Units - Multiple Upgrades (v 2)
YnAEMP DLL Leader fix for BNW (v 2)