Buildkirbyus
Trainee Modder
No, that's only for annexed/founded cities. That's for upgrading your providence level. (Though colonies may build Manors/Mansions)
Thanks! But I was more thinking about what must be a logical progression that leads to Colonies releasing themselves (I have read this somewhere in the forum here? Something about needing so many Towns/Villages/plantations/luxuries/buildings and other steps?)
I saw that Power becomes a WIP part of CID so eventually you want to use this Steel Mill Icon here?![]()
Spoiler :![]()
What's in that Mix n' pick pack? Also are you running EUI or any other UI changing mod?
I saw that Power becomes a WIP part of CID so eventually you want to use this Steel Mill Icon here?![]()
Spoiler :![]()
Only Great Magistrate can annex colonies as far as I know (this info is missing on the wikia, your Modjesty, maybe removed by accident?), what you're thinking about applies to regular cities (certain buildings and population, to be able to build Manor / Mansion and hereby upgrade your province level).
Power looks really super coolThe magnificent mind can't rest as it appears (not that I mind, I'm happy about it! ^^)
Anyway, why did you change Three Gorges Dam to Hoover Dam?
By the way, do you plan on having anything to integrate power and strategic resources? Oil definitely needs a part in generating energy, even if it is just an Oil Refinery building (that, in my opinion, should require two oil resources and not one). Oh, and will Power be tradeable?
Also, I don't know if that would be possible, but a new Natural Gas resource would be pretty nice. Not necessary, to be honest, but it would be nice.
It's an EUI version (CP latest installer). Whoward's mods merged together. I am not sure which mod this screen comes from?
Wow. Dunno how that happened - but that was not intentionalThough admittedly the TGD might come a bit late to be of much use, so the Hoover Dam might be better anyway.
It comes from this mod's Mercenaries Panel.
First things first, make sure ALL mods are up to date. Delete your Cache from your local Civilization 5 folder.
Regarding CP, (i'll assume you're using CBP) Check the first 5 posts of this topic:
http://forums.civfanatics.com/showthread.php?t=542679
Regarding EUI, make sure you have the EUI compatibility files from the OP (original post) and that no mods conflict with the list here:
(look for Mod Compatibility spoiler)
http://forums.civfanatics.com/downloads.php?do=file&id=21929
Make sure no other mods conflict and any other UI mods have compatibility fixes with EUI fixed.
If you had art for both, would you incorporate them? Or are two dams too redundant?
Wow. Dunno how that happened - but that was not intentionalThough admittedly the TGD might come a bit late to be of much use, so the Hoover Dam might be better anyway.
I'll look at adding an Oil Refinery, but I'm not sure how Natural Gas would integrate.
I finally got around to looking over the information you have about Power on the wiki. I'm not a fan of having Factories provide Power (I assume it'll only be losing its Specialists, but keeping its +4 / +10% Production). They make more sense as a generalized Production building than a Power-generating one. If anything, they should consume Power. Basically Factories would be upgrades of Workshops and Blast Furnaces would be upgraded versions of Forges (not exactly, of course, but following along similar lines of general Production vs Resource-requiring Production).
You could use Firaxis' Coal Plant icon as an Industrial Power-generating Building, especially if you remove the Coal requirement from Factories and give them a Power Requirement instead (which, honestly, would really help my modernizing Tall empires which often don't have enough coal to build Factories to get Ideologies, so I can power my Ideology-producing Factories with something other than the Coal I don't have).
I eventually just had to live with the Mafia setting up shop in my Cities, even after leading the International Criminal Court. Couldn't do anything to keep my Corruption down. Maybe there could be some late-game Decisions that let you expend Magistrates to root out Crime of various sorts. Would help give me something to do with dozen or so Magistrates that were sitting around with nothing to do. The Dignitaries I kept spending on Political Forums, but I eventually ran out of things to do with Magistrates.
I figured the Factory already represented a Coal Plant, because of its crossover with the CP in Civ IV. Besides which, there is not art for one (that icon is used by the Arms Factory for Roosevelt, if it's the one I'm thinking of), and I'm not entirely sure I want to deal with removing the Coal requirement for the Factory. I could pilfer from Roosevelt, I guess, but the latter issue is the main thing. And that specious line is nice, but doesn't really work, when the Engineers are switched around. Best I can probably do is remove the Power from Factory.
If you get Gold in the ICC, you should have a 100% threshold, meaning no OC can exist. And you should consider the avenue of forcing other Crimes up, instead of just focusing on keeping Corruption down.
Cities can on longer be infected with the TXT_KEY Plague. This plague was just too OP.
Added Prison to Electricty - increases the threshold at which OC appears in the city.
Reduced the OC threshold increase for the NIA to 10% in all Cities.
Added Cinema to Atomic Theory, as an upgrade to the Stadium. I don't know if there's a great need for it, but the late-game is disgustingly empty, and I wanted more Power-consuming, non-essential Buildings. PIT will reconcile the odd tech tree placement. It's under Happiness if you want to disable it.
Building Investments is now on by default.
How does Building Investments work? I've seen other people talk about it in reference to the CBP, but since I don't use that I don't know what exactly this is.
It is the Roosevelt UB, from what Pouakai told me later. As for the Workshop->Factory; Forge->Furnace issue, I figure that the Engineers got moved to compensate for the +2 Power on Factories, which the Factory would regain if it lost Power. The more I think about, the more I can see value in divorcing Factories from Coal, as that also divorces Ideologies from Coal, and potentially associates Ideologies with Power from any source.
I definitely got ICC Gold, but still had the Mafia popping up. They went away initially but came back later.
I probably could have shuffled some of my trade routes around so they weren't all based in my Capital, but the Capital's trade route bonuses outweighed any Mafia penalty.?
The Prison's OC reduction only affects its own City, right?
I've been thinking of adding Cinemas myself. I was planning on making them an upgrade of the Amphitheater / Theatre, because I tend to find myself in need of more Writing Slots late game. Plus, some people prefer the movie to the book.
How does Building Investments work? I've seen other people talk about it in reference to the CBP, but since I don't use that I don't know what exactly this is.