Really Advanced Setup, it turns out, is not compatible. The other two seem to work fine. I've also tested:
Building Upgrade System (this should be included in the mod directly IMHO since it assures you always have something to build, which is a balance issue)
Several of WHowards mods - most seem to work, but UI - Improved City Banner fails as of this last release.
Several of Pauakai's Wonders which all seem to work so far.
On the other hand, Health and Plague doesn't work for me - make a mess of the UI. And Event and Decisions will eventually CTD even with just the base install, so I can't use it at all
The Building Upgrade System would be a nightmare to balance an interesting idea, but too many dramatic changes there.
Why do we always have to fight someone? I like my non violent victories. I play a lot of OCC science and culture, and occassional diplo victory. I can get my production and science both up very high. Yes, I could use it to crank out a war machine, but that's not the style I want to play at least lately.Also if you're constantly running out of things to build that either means you're teching too slowly, focusing too much on production or have such a nice infrastructure that you should probably go for wonders or attack someone. Just my thoughts on it.
Why do we always have to fight someone? I like my non violent victories. I play a lot of OCC science and culture, and occassional diplo victory. I can get my production and science both up very high. Yes, I could use it to crank out a war machine, but that's not the style I want to play at least lately.
RAS is not working. When I want to customize a new game I get a blank menu.
What I tested and working (other than the recommended and already mentioned mods):
City LimitsCiv Names by Policies
Cultural Diffusion
Culturally Linked Start Locations
Emigration
Extra Victory Conditions
Fortress Borders
Global Warming
Great Prophet Historical Names
Improvements in water title (however it can be OP)
InfoAddict
Ingame Editor
Music Changer
No XP Cap from Barbarians
Quick Turn
R.E.D. Modpack / R.E.D. Extreme (however I think the crossbowman unit use a wrong unit model)
Workable mountains.
I was not sure about the workabale mountains but what is wrong with the City Limits?
I don't see the City Limits effect in the game if I turn it off.
Perhaps I'm wrong, but I assumed it extended the working limits of your city? If that is not the case, then it is fine.
Actually. I've tested Global - City Working Distance with my mod BorderPop on CPP and it works just fine. Or are we talking about something else?
Actually. I've tested Global - City Working Distance with my mod BorderPop on CPP and it works just fine. Or are we talking about something else?
the City Working Distance mod is one of whoward's, right? It should work.
G
Probably isn't the right place to ask that, but maybe it could be integrated in some smart way? Some lategame-building giving you access to another workable ring?
I mean at this stage it wouldn't be unlikely to see 100 pop cities, I had one at close to 80 when a finished a game and most of the tiles around that city was tundra, I used no internal traderoutes and I had like 15 settled manufactories in workable range(providing little to no food). Also modern cities being able to support a larger metropolitan area than ancient ones would make sense considering how transportation have evolved?