Discussion in 'Civ5 - Modpacks' started by Cyrinno, Oct 31, 2010.
I think this is the best total conversion mod out there. good job
I agree, couldn't have played (and still do) so long without this mod.
v70 Changes Bank/Corporation/German
One of the latest patches made some changes to the way banks function. This new version of the mod is design to return it to the way the mod worked previously. The germans also were changed and their new buildings bonus along with the banks new changes have been moved into the corporation wonders. The germans also had their barbarian convertability removed for prodcution on Trading Posts and their new building now gives addition production for your city based on it's population level.
Banks no longer give +1 gold trade to other players.
Satrap no longer give +1 gold trade to other players.
Hanse no longer give +1 gold trade to other players.
Hanse no longer give +5% Production Increase with Citystate Trade
Hanse Gains +1 Production Per 5 Population.
Hanse Now Gives +1 Specialist Scientist Instead of Merchant
Corporations now give +5 gold trade to other players.
Corporations now give +5% Production Increase with CityState Trade
Truckers Construction Corporation Quote Fixes
Krepost Now Gives +1 Specialist Engineer
Airpot Now Gives +1 Specialist Artist
Autobahn Now Gives +1 Specialist Engineer
PlastoWare Now Gives +1 Specialist Merchant
Bismark No Longer Converts Barbarians
Bismark Trading Post Give +1 Production
does this automatically if subscribed on steam?
Thanks for the update
I've noticed on my last game (never bothered to look before) that while researching Tourism, in the upper left corner of the screen the icon is of the last tech I was researching before, and not the icon for tourism, browsing the tech tree I see all the right icons for each tech. Selecting another tech for research I get the right icon.
I don't remember if it happened with other techs from your mod.
Two small questions, three corporations are 6,300 production and the Trucker only 1,500? Why can't I sell Plasto Ware? I was short on oil and needed a few ships immediately.
Edit: forgot to mention I play on marathon so the production cost might differ on other speeds.
Edit: compared EoA versions and found that till ver 66 all corporations had the line: <NumCityCostMod>50</NumCityCostMod> since version 67 this line is omitted from Truckers_Const.xml.
I've checked Echoes of Ages for the Unofficial Patch v2.5.1 (GK) (v 1) and Echoes of Ages - CiVilization Plus for Nights (v 2) and in both the above mentioned line exist in Truckers_Const.xml so I guess It's a mistake?
While comparing the versions, another line is missing from Truckers_Const.xml since ver 67: <ArtDefineTag>ART_DEF_RESOURCE_HORSE</ArtDefineTag>
but exists in Echoes of Ages for the Unofficial Patch v2.5.1 (GK) (v 1) and Echoes of Ages - CiVilization Plus for Nights (v 2) so I guess it might be a mistake.
Hope to hear from you soon.
Sorry I have not gotten back to you I had not received an email saying someone had commented and I have been busy with a new son and fulltime work :-D
Unfortunately the mod has suffered as a result.
Thanks for being one of best testers.
New Version: v71 Changes
This version mostly cleans up the mod. Lots of little missed things fixed.
Bismark Returned to Default.
Removed Religious Wonder Text about extra Tourism.
Text Added to Religious Wonders about their Exclusiveness.
CargoShip Cost Normilised.
Central Station Tourism +2
Happiness Returned to +3
Nutmeg, Pepper, Cloves Resources Fixed to 3 Happiness.
Chichen Itza Converted to Global Happiness.
Taj Mahal Converted to Global Happiness.
Neuschwanstein Converted to Global Happiness.
Ducal Stable Converted to New Stable Type.
Caravancy Has +1 Great Merchant Rate.
Ikanda +Tourism past Gunpowder Tech.
Candi +2 Happiness.
Berber and Shoshone Updated to 40 Str.
Truckers Construction Cost Fixed.
Congrats on the new born, I wish him all the best in the future.
Thanks for the update.
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