Maybe in next version, but I must think about this.Dear Jooyo,
I was wondering if you have any plan to integrate Puppet City Visibility mod to your modpack.
In real world, even if it is on self rule (here we have puppet rule), there are guidelines to be follow from the Central Government. No hand free.
What do you think
Maybe this is Civ bug... but will check it outI love your mod pack, thank for all you fine work.
I am running just your mod pack and DiploWillard (v4) mod pack. I'm running a Gigantic game on Prince difficulty.
When I capture a city I can raze the city then stop razing. I have complete control of the city and no happiness loss. This can be resolved by saving and reloading the game.
Anyway new version available
version 10, release date: 31-10-2010
=======================================================================
Mods:
- added: Modular Tweaks support
- added Integrated: Diplomatic Overview Resource Tooltips (v 1)
- added Integrated: Compatibility - InGame.xml (v 5)
- added Integrated: FlagPromotions (v 1)
- updated Integrated: More Information - Top Panel (v 2) -> More Information - Top Panel (v 3)
- updated Integrated: InfoAddict (v 3) -> InfoAddict (v 4)
- updated Integrated: Emigration (v 1) -> Emigration (v 2)
- updated ModMod: Balance - Civilizations (v 3) -> Balance - Civilizations (v 5)
- updated ModMod: Balance - Diplomacy (v 1) -> Balance - Diplomacy (v 2)
- updated ModMod: Balance - Units (v 3) -> Balance - Units (v 9)
- updated ModMod: Balance - Terrain Improvements (v 8) -> Balance - Terrain Improvements (v 10)
- updated ModMod: Unofficial Patch III (v 23) -> Unofficial Patch III (v 24)
- updated ModMod: R.E.D dev (v 2) -> R.E.D modpack (v 5)
- deleted ModMod: Upgrade All Units (new Balance - Units version allows upgrading all units)
- deleted ModMod: AI tweaks - Battle AI (new civ5 version fixed most AI; mod wasn't updated)
- deleted ModMod: Satellites Reveal Map (included in civ5 patch)
- deleted ModMod: Barbarian and Ranged XP Mod (changes moved to ModularTweaks)
- fixed coal bug thanks to Perkus
- other minor fixes
Modular Tweaks:
- added: "Building - Courthouse - Lower Cost and Maint" (courthouse cost: 200->125, maintenance: 5->4)
- added: "Gameplay - Barbarian Level Limit +2 (to lv4)" - (level limit from barbarian: 2->4)
- added: "Gameplay - Barbarian Level Limit Unlimited" - (disabled by default, level limit from barbarian: 2->NONE)
- added: "Gameplay - Ranged Attack and Defense +1XP" - (increases ranged XP by 1)
- added: "Upgrade - Scout to Musketman" (allows upgrading scout to musketman)
Known Compatibility:
- Strategic View Turn Switcher (v 1) NOTE: delete "Strategic View Turn Switcher\InGame.xml"