CivSpecific Mod

The most recent BIQ has made two changes, not covered in the Civilopedia as yet.

1) Theaters now decrease unhappiness. Basically they act as temples, but with less culture. It justifies their upkeep every turn, but no wonder modifies them like the religious wonders do temples and cathedrals. One will find that when playing non-religious tribes it will be preferable to build theaters instead of temples to get the citizen mood and culture boosts, and any peace-loving tribe will appreciate the additional means to a Culture victory and crowd-control on higher difficulty settings.

2) Portugal was flagged as unplayable, but the AI continues to use it, so the civ has been restored to its playable status. The carrack has an attack of 3, and the Portuguese nau has an attack of 4 and can start a Golden Age.

Also:
The Railway Station does not give a 50% shield production bonus as described. (This is fine. I think doing this AND giving the other bonuses would overpower the improvement.)
 
Hey, it's been a while since anyone has posted anything in this mod thread; fantastic mod btw, am still using it almost exclusively and I really enjoy playing with it.

I noticed recently in a game I playing where I am in the Modern era that I am unable to build Jet Fighters, but can build Stealth Fighters, Stealth Bombers and normal Fighters without any issue. The option to build Jet Fighters is just not appearing in the city build list at all. Is there a particular file that I missed when setting the mod up or is it somehow something that was missed when you were packaging the mod?

A minor inconvenience compared to if it was a game-breaking bug but it would be nice to be able to build a proper jet fighter defence grid for my frontier cities.

Thanks,
jakob51
 
It sounds like it's probably just a CivEdit error...let's see...and, yes, it is. I failed to assign Jet Fighter (which comes with Rocketry and requires Oil and Aluminum) to America after taking away the F-15 unique unit. (The American unique unit is the Marine, which replaces Naval Infantry.) Thanks for discovering this oversight: I'll add it to the Errata list in the earlier post.

And you're right, Jakob. Those prop-planes are no match for Goose and Maverick and Ice Man (or a teenager listening to Kenny Loggins, for that matter), so make that change as soon as possible. (Sorry you have to start a new game.)
 
The most recent "fix" clarifies a few naval units, waterborne trade, and gives America jet powered fighter planes (but not F-15s). Also, I have just updated the Civilopedia and PediaIcons, so make sure you have the most recent ones (post #11 zip). While we're on the subject, are there any changes to the graphics you might suggest, anybody?

I will not be adding Theocracy as a government to this mod. It may be more appropriate in another mod, such as MagePunk, but for now, it seems it would just add a little too much complexity to this mod, which is not what I was shooting for when I designed the scenario.
 
I haven't done it yet, but I believe I will add an additional function to Sun Tzu's Art of War, Copernicus Observatory, Magellan's Expedition, and the Intelligence Agency. They will produce either scouts or explorers at regular intervals. This will at least give the A.I. the ability to use Explore units, since it never build them, otherwise.
 
This will at least give the A.I. the ability to use Explore units, since it never build them, otherwise.
In my own scenario I see a lot of Scouts and Explorers rooming the lands. ;)

I have given them limited building abilities (only road building at 50% worker speed) and the KI loves them for both scouting and road building. As side effect the road network of the expansionist KI is one of the best.

It is necessary to mark "terraform" in the KI strategy box, which can not be done with the firaxis editor, but with Steph´s or Quintillus editor.

The exception is the spanish Conquistator. They enslave instead enemies into workers.
 
Yes, Kirejara, I saw my first Portuguese scout in a game I was playing with my brother, yesterday, the first scout I've seen in dozens upon dozens of games and playtests, so I was a bit surprised when I saw it, particularly since no one in the scenario starts with any. They must be trained.

But, overall, the computer seems to ignore Explore units and Artillery, although in [c3c] the computer LOVES Flugzeugabwehrkanone units to the point of distraction.
 
Hi Erebus,

I think you misunderstood me. :blush:

In my own (unpublished) scenario are really a lot of scouts and explorers as the KI builds them on their own, since I added the limited road building abiltity to them.

For this screenshot I turned a KI (Arabia) into a playable fraction. As you can see they have a significant number of scouts (and a well roaded but otherwise KI-typical unimproved land ;) ).

 
Hi Erebras,

I've been browsing through the units you selected and first of all thank you for selecting my Fantasy Swordsman and crediting me (themanuneed) for it.
The unit you're using as a "Numidian Horseman" is probably the Bedouin Horseman by Sandris, while there is a Numidian Horse Javelinman that could also do the job.
 
Thanks, T-Mun, for helping me fill in that blank. There was no readme included in the unit folder. I'm glad Sandris made those units. It seems, if I recall correctly, that I originally recolored the Ansar Warrior's horse brown and called it good, but I was unhappy how the two units looked so similar ingame. Or maybe that's what I tried to do, and gave up, and resorted to taking a second look at the forums. (It's been a couple of years since I worked on this mod, so it's started to run together with other projects.)
 
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