Thanks for the log. Try disabling ExCE. That's been causing some trouble lately for me, whereas CID and RTP have not.
Ahh. K then. It's a shame that I can't play with ExCE, though I'd much rather have RtP and CiD

Thanks for the log. Try disabling ExCE. That's been causing some trouble lately for me, whereas CID and RTP have not.
Ahh. K then. It's a shame that I can't play with ExCE, though I'd much rather have RtP and CiD. Will you be updating ExCE in the near future?
Got a lot of blank WorldEvents, but no messages in the Lua log - anything I can do?
Really like the CityBanner now showing the happiness-modified turn countdowns for production - makes things a lot easier!
Couple more CID bugs:
TXT_KEY error on the Trade Panel, presumably referring to the amount of Disease generated from the route. [Edit] No, it's not - it's referring to something to do with internal traderoutes. "TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_ITEM_ISOLATION_OTHER". I am playing as your Suleiman, but I don't think that should be an issue.
TXT_KEY error on the Build panel, where the Disease icon should be.
Thank you for the response, your Modjesty!
On the subject of plagued units and having it last X number of turns, think of it as something that would not be passed on to successive generations of warriors ie. After 10 turns(especially before Modern Era, with its 1:1 turn:year, the original, 'Plagued' warriors would have died off (even just from old age?) and by Modern Era, all the plagues listed are completely wiped out; I'm sure I'll find a solution.
Just a thought?
Slave labour has been one of the most prominent modes of production in history. For better or worse, however, the game lacks explicit connection to this pervasive institution and its use in state-building. This component seeks to make that connection.
In Slavery, Slavery is a new Strategic Resource accumulated through Conquest and Trade. It is spent on cheap Military Units or on the efficacious Slave Worker. Whilst these Military Units are not as effective as your standing forces, they are useful in a pinch. Slave Workers, on the other hand, are cheap labour that can increase the production of your Plantation resources.
In the screenshot below, we can see that, instead of with Gold, we may rush Units only with Slavery. The purpose of this is to add intuition to the action of 'rush-buying Units' and to encourage players to rely less upon this mechanic. It is recommended that one combine Slavery with Rise to Power's Mercenaries and Cities in Development's Provinces to compensate for these changes.
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Also with the new EUI tooltips, anything that involves health on building an improvement does not show up properly, as it only shows what was hovered over last. Currently scanning logs for errors, but will tell you if i find anything.
Slavery sounds good! I have to say, it does seem a bit counter-intuitive to remove a use for Gold, after Crimes making it more available. I like the way that it's balanced, though - how you can either trade for Slaves, or still get them through conquest if you are hated too much to be a trade partner. Is conquest the only way to generate Slaves?
That's where they came from usually (though nobody conquered the Africans...)
Sorry, I thought you were asking if I'd fixed it including for the next update, which I have.
1.28f or 1.28e?