<Nexus>
Traveler of the Multiverse
I'm not sure what you mean. Could you post a screen shot, please?
You need to use Fixed Borders option and an appropriate civic, then miliary units are capable of holding control over the tile they are on. Otherwise it would require compiling a new DLL.Hello. Is it possible to add minimal city boundaries? because often after capturing a city he only has one square left. Because of this, all that remains is to fight the enemy to the end.
The picture looks like when there is an uprising in the city. The city has only its own cell, surrounded by an enemy cell due to culture. In some modifications it is possible to set minimum boundaries (one square around the city).I'm not sure what you mean. Could you post a screen shot, please?
Yes, but this is only possible if the war continues. I'm talking about a situation where peace has been made, and the city is essentially of no use, because it cannot capture the cells.You need to use Fixed Borders option and an appropriate civic, then miliary units are capable of holding control over the tile they are on. Otherwise it would require compiling a new DLL.
Well, it's part of the gameplay, you can't neglect Culture. Guaranteed 1st ring would be an unfair advantage, it's already hard for cultural pressure to be useful without K-mod.Yes, but this is only possible if the war continues. I'm talking about a situation where peace has been made, and the city is essentially of no use, because it cannot capture the cells.
I agree. I'm happy with the way it works.Well, it's part of the gameplay, you can't neglect Culture. Guaranteed 1st ring would be an unfair advantage, it's already hard for cultural pressure to be useful without K-mod.
Karadoc's logarithm formula is much better, though. Really shines in History Rewritten with it's volatile dissent.I'm happy with the way it works.
I'm not familiar with that thoughKaradoc's logarithm formula is much better, though. Really shines in History Rewritten with it's volatile dissent.
Naturally, it's in the DLL. I liked it a lot way before I got to know it originated in the K-mod.I'm not familiar with that though
Culture output affects 3 tiles away from cultural border, edge is 1/10 and grows exponentially to 100% at the center + 4 culture is guaranteed, but not counted towards cultural level growth.// Experimental culture profile...
// Ae^(-bx). A = 10 (no effect), b = log(full_range_ratio)/range, x = distance from centre
//
// (iScale-1)(iDistance - iRange)^2/(iRange^2) + 1 // This approximates the exponential pretty well
// In our case, 10^(-x/R), where x is distance, and R is max range. So it's 10 times culture at the centre compared to the edge.



, health, gold and science bonus
but now it's time to do so)You really should keep the default max civs DLL available, since memory is reserved for each potential slot even if it's not used.50 or 100 civs limit DLLs are back! You can find the two different DLLs in 'Assets/50 or 100 civs DLL'. Just Copy-Paste the dll you prefer into Assets folder and say yes to overwrite. The default one is the 50 civs dll.
50 civ dll is still the default but you have a choice now.You really should keep the default max civs DLL available, since memory is reserved for each potential slot even if it's not used.
No, unfortunatelyAlso, no fixes for most blatant of bugs like vicinity boni resetting or guaranteed slaves? Not even temporary?

About Slavery I have an idea:Also, no fixes for most blatant of bugs like vicinity boni resetting or guaranteed slaves? Not even temporary?
It happens either on the next turn after building is constructed or when you recalc and it doesn't come back on reload. If it's the same tag as on Grange, it's disappears.City vicinity boni:
Let's talk more about this bug.
Iirc it isn't always present, right? It works with some buildings and not with others. I specifically think of Storehouse civic building that has a huge list of in city vicinity resources. Cathedrals on the other hand seem to work with a Holy Site in vicinity. What are your experiences?
You could bother 45 Degrees or Firpo; or ask C2C devs, at least about recalc and vicinity - they probably fixed those already.Since I'm no programmer I have no chance of tracking down those bugs![]()
And I'm telling you that every civ slot there lowers the ceiling of MAF happening. If it's the AND default, then you have an opportunity to amend it since you figured out how it's done.50 civ dll is still the default but you have a choice now.
I already tried 45 but he stopped modding altogether. Maybe F1rpo will can help...You could bother 45 Degrees or Firpo; or ask C2C devs, at least about recalc and vicinity - they probably fixed those already.
I really need to take a look at your changes finally. I still haven't done soOr you could implement some of my fixes, like splitting Grange into capital one that adds yields from general access and an extra granary for everywhere else if it's even a design you'd like to see around, since it clearly ignors growing returns.
Now I have two dll-s, just as it is in AND2. In both cases the limits are 50 and 100. The difference is that MegaCivPack is for AND2 and not yet updated to CoM.And I'm telling you that every civ slot there lowers the ceiling of MAF happening. If it's the AND default, then you have an opportunity to amend it since you figured out how it's done.
