Crazy Spatz's Alpha Centauri Mod

Hi, i really like your mod, just discovered it and already addicted :goodjob:

I'm customizing an earth map(22 civ and a lot of city state) and wondering how to place your new ressource, dunno how much i should put to balance the game, anny idea?
 
I'm customizing an earth map(22 civ and a lot of city state) and wondering how to place your new resource, dunno how much i should put to balance the game, any idea?

Honestly, I've never tried creating a map that uses mod-specific resources. I've hardly ever opened up WorldBuilder, so I have no idea how well that works; at some point I was thinking of making an "official" Earth map with these new resources, but if you want to do that instead I'm all for it.

I can tell you the percentages I used when setting up the resources, which should give a rough idea about how common they should be, but I can't do that until I get home today. (At work, now.) You could figure it out for yourself by parsing AssignStartingPlots.lua, but if you've never modded that file before it'll be too confusing, so it might just be better to wait for me to translate it.
One problem, though, is that I also changed the probabilities and deposit sizes for some of the existing resources, most notably Coal/Oil/Uranium, so just adding my new resources to an existing Earth map will cause headaches as you won't have enough Oil or Uranium. (For instance, Modern Armor and Stealth Bombers now require both Oil and Aluminum, so you'll need more oil than before; a stock Earth map will just not have enough oil on it.)

Alternately, just start up a game on a random map, in the Transcendence Era (so all resources are visible). Count them up for yourself, lather, rinse, repeat. You should get a pretty good idea of the distributions that way.
 
I'm not a good modder , never touch a lua file....
And is there a way to count the number of resource there is on a map? like with the tuner?
Increasing existing ressource is not hard as long as i have an idea of how much
I base my work on LEM map wich is awesome (but if i manage to make a good version for your mod i will have to ask dark jedi if its possible to release it )
I will just have to increase the deposit and place your new one
By the way , in term of "lore" you have an idea of where is the major deposit of your resource?

Thanks and sorry for my poor english
 
i think you can actually load the mod and then just seed the resources alone using that
ill check in a sec (gotta finish reinstalling but only a min left)

EDIT: nope it seems that it only uses the default terrain algorithm although you can manually place em
 
Okay, a comment on nuke interceptions. I still can't test this myself, as I'm trying to reinstall the game on my new OS.

OK, I ran a test case as follows: the Ottomans asked me to war on the French, which I agreed to. However when I nuked the French city with an atomioc bomb the pop-up said I had declared war on Sulemein!?! :confused: All in all I launched two atomic bombs against a French city, and both were shot down. I reloaded the save, and the same sequence of events happened where the pop-up said I had declared war on Sulemein (even though I was attacking the French), and again both my atomic bombs were shot down.

Also, I again noticed an IoD floating around and seemingly getting injured for no apparent reason on successive turns. Has anyone else experienced this?

For those of you who keep FireTuner running as you play, watch what happens when a nuke is intercepted. If my own logic is responsible for the nuke interception, then there should be a "Nuke Intercepted!" message in the tuner. What I need to know is, are any nukes being intercepted without giving this message?

Per the below your message was displayed for both nukes, and your messages were present for the second sequence as well. I'll keep Firetuner running in the future as well and see if any nukes get intercepted but don't register in the Firetuner printout.

And on an unrelated note, there's still one major balance issue I haven't resolved: unit balance. I'm trying to make sure every unit is a worthwhile build in the right circumstances. So, for instance:
1> Are Mindworms, in general, worth building in an era dominated by Modern Armor? They're intended to be an equalizer, for weaker civs to use against stronger ones, but I'm not sure they're worth the investment right now.

2> While the Barbarians use the various Psi units, are they worth building for the player? Each is supposed to play differently; Isles and Nessi are brute-force units, and the Chiron Locusts are sort of like a scarier Vertol. But each has some significant drawbacks, and are these too crippling when contrasted with the mechanized units?

3> Does anyone use the Doppelganger, Golem, Ranger, or Troll? I tried to make these units with interesting and powerful abilities, to contrast with the simple high Combat and Movement ratings of the tanks, artillery, jets, etc. but I'm afraid that they're just too undesirable as a result.

3a> Does anyone use the Scout Powersuit, Assault Powersuit, Stealth Ship, and Leviathan by choice, or are they simply the end product of upgrading your existing units? That is, would you ever voluntarily build more of them once they've unlocked?

4> Has anyone used a Colony Pod? It's supposed to cost the same as a Settler, except for the additional resources, and has better movement. But given how late in the game it comes, does anyone build them?

Basically, I'm afraid that the only units built in the future eras will be the Skimmer, Vertol, Plasma Artillery, Needlejet, and Gravtank. Plus the Titans and Orbitals, of course. I want each unit to be desirable in its own right, at least in certain circumstances.

I haven't built any of the above in recent memory, as my games end before these units come on line.

D
 

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I Just noticed some wheat on a desert tile.

Is this normal,or is it because my resource settings are on sparse?
 
And is there a way to count the number of resource there is on a map? like with the tuner?

Map:GetNumResources() should work for that, although I don't know the argument list.

Increasing existing resource is not hard as long as i have an idea of how much

I'll try to explain all of the changes I made.

Omnicytes are found in Marshes, Jungles, Forests, and freshwater Grasslands. It's especially common in floodplains. Also, a small number of deposits can be found in the oceans, in shallow water; if you take 2/3 the number of Whales, 2/3 the number of Pearls, and 1/3 the number of Fish, add those together, and that's the number of Dilithium deposits.
Neutronium is found mainly on hills or rarely in deserts and tundra, although small amounts can be found anywhere.
Dilithium is only found in the oceans, and ONLY in tiles directly adjacent to land.
Uranium is a bit more common in forests than it was before.
Aluminum can now be found on hills, and is a bit more common in deserts than it was before.
Coal is a bit more common than before in hills.
Oil in the ocean is twice as common as before. Normally, the number of units in the ocean is half that of on land, but now it'll be about equal.

By the way , in term of "lore" you have an idea of where is the major deposit of your resource?

Actually, I sort of avoided writing those into the lore, with a few specific exceptions:
1> Antarctica has several large neutronium deposits near the pole, enough that the major powers fought a war over it.
2> The three superpowers in my lore (Oceania, Eurasia, Eastasia) all have domestic deposits of each resource. Oceania is mainly North America, UK, Australia, and southern Africa; Eurasia is Europe, the Mideast, northern Africa, and Russia; Eastasia is pretty much what you'd guess from the name, basically India, Indonesia, China, and Japan. South America is basically contested by all three, so I'm not counting that area in the totals.
3> Scandanavia has both neutronium in its hills and omnicytes offshore. Europe in general has a bit more neutronium than the average.
4> There are several neutronium deposits in the Middle East, primarily in western Iran and northern Iraq.
5> East Asia has the largest fraction of Omnicytes, with the largest single concentration being in Thailand (land-based, not sea).
6> Egypt has omnicytes.
7> There are several dilithium deposits around small islands in the Pacific. There are also deposits near South Africa, the U.K., California, Latvia, and Sri Lanka.

Beyond that, I never really planned it out. I assumed that since Omnicytes were heavily skewed towards wetlands that the Amazon would have a large number, for instance, but no specific locations (yet).
 
However when I nuked the French city with an atomioc bomb the pop-up said I had declared war on Sulemein!?!

Remember the 2-hex blast radius. If any Suleiman-controlled hexes or units are in the blast area, war is auto-declared. And since I tied interception chance to the number of foes you're at war with, that can make all the difference with the weaker nuke types. Really, I wish we could set a different radius for each type, where A-bombs would be single-hex, but right now it's 2 hexes for all.

All in all I launched two atomic bombs against a French city, and both were shot down.

Given the screenshot you provided, it looks like you were facing two empires, each with SDI, giving a 60% base interception chance (the final number on the "chance" line). Using an A-bomb multiplies this by 1.5, meaning each bomb had a 90% chance of being intercepted, so launching two bombs has an 81% chance of both getting shot down. So your results aren't unreasonable.
If you'd only been at war with one empire, then it'd only have been a 60% chance of interception, and you'd generally have one out of two get through. Regardless, A-bombs are supposed to be nearly obsolete once SDIs are built.

I'll try to provide a better debug statement for the next version, but the way to read that output is this:
The StartCombat line's four arguments are attacking player #, attacking unit #, defending player #, defending unit #. Nukes are always -1 for the last two.
The "chance" line is:
A: total interception chance of all empires you're at war with
B: number of major civs you're at war with
(So if A = 80 and B = 2, then you're facing two empires with 40%, meaning two SDIs)
C: A/B
D: C * (B+1)/2
D is then multiplied by 1.5 for A-bombs, 0.5 for Planet Busters, 0 for Subspace Generators.
It's then capped by type (30-90% for A-bombs, 20-75% for Nuclear Missiles, 10-50% for PBs).
The result is the chance of interception.

If the A-bomb cap is too limiting, I can always lower its multiplier to x1.25 instead of x1.5, which in this case would have been a 75% interception chance.

I haven't built any of the above in recent memory, as my games end before these units come on line.

You're at least making it to the mid-Digital, as evidenced by the SDIs. You'd previously said that part of the reason for your games ending then was the rampant nuke usage; has that not changed?

randomcivguy said:
I Just noticed some wheat on a desert tile.

That's normal. It's in the vanilla game.
 
um... I've been down for a few weeks due to lack of a functioning computer, great to see the mod advancing and getting the SDI up and running.

Over my downtime I was thinking, in some mods for Civ 4, some people made a promotion that was a "bounty" on a unit, so it was a negative promotion, when the unit died the person who killed it would get that much gold. Is there a way of making a promotion that does that and giving it to the spore towers and anything else that's supposed to drop planet pearls?
 
Is there a way of making a promotion that does that and giving it to the spore towers and anything else that's supposed to drop planet pearls?

Sure, that's actually pretty easy to do. The first headache would be the amount; if you wanted the amount to scale with time, you'd need multiple Bounty promotions with differing amounts to add to the final value. There'd also be a UI problem; as it is, the future-era units have so many promotions that the little icons scroll off the left edge of the screen (I've looked into altering the UI to use multiple rows, no luck so far), and I don't think I could stop these promotions from showing up.

But for balance reasons, I think I'm going to keep it simple: kill a Spore Tower, get 100 gold (or MAYBE have it depend on the current era, because later-era spore towers can spawn more dangerous units). I don't really want a bounty that steadily increases over time, because that encourages a player to "farm" the things; I want players and AI alike to make every effort to kill them at the first opportunity. Likewise, no bounties for the spawned Psi units, just the towers themselves, because otherwise a player would just sit back and let them spawn more.
And for that simple bounty, all you need is a check in EndCombatSim to see the type of the defending unit. If it's a Spore Tower, add gold to the attacking player. There'd only be one situation where this'd fail (besides the usual disclaimers about Quick Combat and such): if the spore tower was killed by a nuke. And really, I'm not too worried about saying that the pearls aren't recoverable in that case.

Actually, I take back part of what I said before: if you wanted it to scale with time, you COULD make the award just depend on the amount of XP the unit had accumulated before dying, without the need for a custom promotion, through EndCombatSim. I just don't really want to go that far.
 
Can you tell me by how much you increase the % of ressource compared to vanilla?
I'm currently counting how much of your ressource are generating, tedious work, i'm not a natural born modder, but i think good civilization mod should deserve their map (and the prospect of seing the impact of your futur tech on our old good earth is very interesting)
Thanks for your time :)
 
Remember the 2-hex blast radius. If any Suleiman-controlled hexes or units are in the blast area, war is auto-declared.

Yup – that’s probably whats happening, as this is occuring on a common border area where the Ottomans are very likely invading from. I’ll try slinging the nukes somewhere else into French controlled territory tonight to confirm this.

And since I tied interception chance to the number of foes you're at war with, that can make all the difference with the weaker nuke types. .

I am really liking the way you’re laying out this logic! :goodjob:


If you'd only been at war with one empire, then it'd only have been a 60% chance of interception, and you'd generally have one out of two get through. Regardless, A-bombs are supposed to be nearly obsolete once SDIs are built.

At that point in the game I had no Uranium, so I was hoarding my two A-Bombs for when they were needed.

I'll try to provide a better debug statement for the next version, but the way to read that output is this:
The StartCombat line's four arguments are attacking player #, attacking unit #, defending player #, defending unit #. Nukes are always -1 for the last two.
The "chance" line is:
A: total interception chance of all empires you're at war with
B: number of major civs you're at war with
(So if A = 80 and B = 2, then you're facing two empires with 40%, meaning two SDIs)
C: A/B
D: C * (B+1)/2
D is then multiplied by 1.5 for A-bombs, 0.5 for Planet Busters, 0 for Subspace Generators.
It's then capped by type (30-90% for A-bombs, 20-75% for Nuclear Missiles, 10-50% for PBs).
The result is the chance of interception.

Good info – I’ll keep this handy when I’m reading future Firetuner statements.

If the A-bomb cap is too limiting, I can always lower its multiplier to x1.25 instead of x1.5, which in this case would have been a 75% interception chance.
I don’t think you need to lower it, for several reasons: first, you nailed it above with your comment that the A-Bombs were obsolete when I launched them, so the interception results make sense. Second, considering that the Civ 5 tactical AI is still lacking, then the less chance of nukes getting thru (and humans do wield nukes better than the AIs), then this is to the advantage of the AIs, as the human can’t solely depend on the Deus Ex Machina that is (was?) the nuclear weapon to get them out of a jam.

You're at least making it to the mid-Digital, as evidenced by the SDIs. You'd previously said that part of the reason for your games ending then was the rampant nuke usage; has that not changed?
I’m also experiencing intermittent non-repeatable crashes. These seem to be linked to map sizes, with smaller maps not crashing as often. So right now I’m playing on Tiny maps, which means a lot (if not most) games are over around the time of the SDI.

I’ve also thought that this might be linked to my playing style: background here is that I never played Civ 4, so have no previous experience with strategic and luxery resources and how to utilize them properly. One thing I’ve been thinking about bringing up for discussion would be to have interested people play a succession game utilizing your mod. This way people could see how others are utilizing the mod, and give you good feedback as to what is going thru players minds as they encounter various elements of your mod.

D
 
Yup – that’s probably whats happening, as this is occuring on a common border area where the Ottomans are very likely invading from.

Right. So France sees you lobbing nukes onto its own troops, and, despite the fact that they wanted you in that war, uses its own SDI to help shoot down the incoming attacks. Nuclear Missiles have decent odds of getting through anyway, but atomic bombs are defenseless against railguns.

What's funny is that in the last patch, they added a check that if you had a Peace Treaty with the civ in question, it'd simply not allow you to launch that attack in the first place, since it'd cause a war. What they need, then, is the ability to declare a peace treaty without having to have a war beforehand, without any of the other effects of a mutual defense pact or anything.

At that point in the game I had no Uranium, so I was hoarding my two A-Bombs for when they were needed.

I figured that this'd be the most common scenario. The only things A-bombs are really good for, at that point, are nuking unaffiliated city-states (assuming you're not at war with any major empires at the time).

I’m also experiencing intermittent non-repeatable crashes. These seem to be linked to map sizes, with smaller maps not crashing as often.

My guess is that they're related to civs replacing improvements with other improvements, since we know that this can cause crashes. That means the prime suspects are the Plant Forest and Plant Jungle actions, creating Camps on land-based Omnicytes, and creating Quarries on Neutronium deposits, although it's possible that you're seeing crashes from the Uranium or Aluminum mines as well depending on the tech levels of your opponents.

So the more opponents and more land hexes, the higher the chance that someone is doing this sort of action on any given turn. You could play on a larger map with a lower number of players/city-states, or you could try a water-heavy map type. One of the things I want to try is playing an entire game with "Reveal Map" turned on in FireTuner so that every hex is visible, to see if the cause of this crash are things happening off-screen.

The ones that especially worry me are the two resources, because the placeholder graphic for each doesn't match the harvesting improvement. That is, Neutronium uses the aluminum graphic, but is harvested with a Quarry. So when you place the quarry, the game has no idea how to draw the combination of the two, and it blanks the hex. But what if the AI players don't get that nice blanking, and instead are crashing, even part of the time?
This also explains the erratic nature of the crashes: AI workers are probabilistic, so reloading the game before starting their turn will usually make them pick some other action instead, one that doesn't lead to a crash, but eventually the whole map will be improved and the only thing for them to do is these resource replacements/terraforming actions.

One thing I’ve been thinking about bringing up for discussion would be to have interested people play a succession game utilizing your mod.

While that's the hope of every modder, I'd bet that most casual players would prefer to wait until the unit graphics and such are in. So v.1.0 would probably be a good time to start considering this.
Also, the Succession Game community for Civ5 looks to have dried up; only one SG has been updated in the past month, so you'd have to recruit people from the people who have already downloaded and played this mod regularly. (Granted, there were 182 downloads in the last version.)
 
Can you tell me by how much you increase the % of ressource compared to vanilla?

It's not that simple. The original resource distribution is almost purely probabilistic, depending heavily on the map's terrain types and such. For Small resource deposits, I generally have the number of deposits of new resources trying to be about ~50% of the number of old ones, but there are some hard-coded additional deposits placed on the map depending on the number of civs that throw this off.

For Large deposits, it's worse. Take the Marsh tiles for example.
In the vanilla game, one out of every 9 marsh tiles has a large strategic resource; 65% of the time that resource would be oil, while 35% of the time it'd be uranium.
In my mod, I changed it to one out of every 7 marshes has a resource. 45% have oil, 35% have uranium, 20% have omnicytes.
So what does this mean?
> The Omnicytes are neutral, in the sense that before they unlock, about the same number of marsh tiles will have a resource on them, so they're not coming at the expense of the other resources. Most of my resource tables work this way.
> Uranium will now be more common than before, and Oil less common, at least on marsh tiles. (But I added more water-based oil to make up for this.)

So there's no simple answer about how much of each gets added. I basically tested the process by creating a bunch of new games in the transcend era and asking myself if there looked to be enough resources. Not the most scientific method...
 
Would running it on directx 9 make crashes less likley? Because ive been trying to do that, although for some reason civ5 wont start up whenever I click directx 9...

Also: Ive been having ALOT of crashes while loading/creating games, regardless of map
 
Right. So the Ottomans see you lobbing nukes onto its own troops, and, despite the fact that they wanted you in that war against France, uses its own SDI to help shoot down the incoming attacks. Nuclear Missiles have decent odds of getting through anyway, but atomic bombs are defenseless against railguns.

This allows for some very interesting scenarios to occur. Very interesting.
Question: right now when a nuke is intercepted there are no statements in-game declaring this. Do you plan on adding something so that the player knows who shot down their nuke?
So the more opponents and more land hexes, the higher the chance that someone is doing this sort of action on any given turn. You could play on a larger map with a lower number of players/city-states, or you could try a water-heavy map type.
I played on (I think) the Ancient Lakes map script recently (big crater lake in the middile of the map). To me it was very boring as there was no real interaction – all the other civs were so far away from me. Tiny Continents/ Tiny Pangea seem the most enjoyable to me at the moment (I likes my AIs close by for that “personal interaction” they provide).

In last night’s game I tried to go onto the offensive early, and the Indian AI did to me what I usually do to the AIs when they invade: the AI sent out a defensive screen of APCs and Infantry while its artillery targeted my units slowly creeping forward. Totally stymied my attack, and when the Indians offered a Peace Treaty I accepted. I tried another assault later in the game (after SDI) by beginning my attack with two nuclear missiles and an Atomic Bomb: only one missile got thru, however I still couldn’t knock out the city! The AI got one nuclear missile in on me as well, but couldn’t break my frontlines to get at the weakened/ healing units around the nuked city.
One thing I did in between my assaults was repeatedly culture bomb my border with the Indians (4 times), to the point where I stole an aluminum mine from them. When the Indians did counter-attack into my territory in the second go-round, the only thing they pillaged was the aluminum mine! :goodjob: Hopefully the AI did this on purpose!

Next game I’ll be moving from King difficulty back up to Emporer: I believe I’ve got a pretty good handle on how the AIs play now, so we’ll see how well that translates on higher difficulty (and IIRC the AIs aren’t any smarter on Emporer – they just get more starting resources).

D
 
Question: right now when a nuke is intercepted there are no statements in-game declaring this. Do you plan on adding something so that the player knows who shot down their nuke?

Yes. The thing is that I want it to be a generic top-of-screen text blurb, and not a full notification on the right-hand part of the screen, because I want it to give that message when a nuke is intercepted during the AI's turns as well. But I'm still trying to figure out the syntax for that.
That's why I suggest using FireTuner for now; there IS a print statement in there.

I played on (I think) the Ancient Lakes map script recently (big crater lake in the middile of the map).

While that particular map script has no Lua component, I have no idea what it'd do to the resource allocation. It's possible that there's something wrong with using it with this mod; I should try that at some point.

When the Indians did counter-attack into my territory in the second go-round, the only thing they pillaged was the aluminum mine! :goodjob: Hopefully the AI did this on purpose!

Very doubtful. The AI in general has almost no memory; it saw you had a valuable strategic deposit within pillage range and didn't have anything else for that unit to be doing at the moment. It almost definitely would have done the same if you'd had that resource from the start.

(and IIRC the AIs aren’t any smarter on Emporer – they just get more starting resources).

The AIs aren't smarter or dumber on ANY difficulty, it's all just the handicaps. Emperor differs from King in a few ways:
> On King, the AIs start with Pottery for free, giving them a 1-tech advantage over you. On Emperor they also start with Animal Husbandry.
> Barbarians are more dangerous as they pick targets to harass from further away
> AI-owned Workers do their jobs 50% faster than normal, vs. +20% on King
> Lots of other percentages change for the AI. On King, units cost 85% of their normal amounts to train, and 80% of the normal maintenance, while it's 80% and 75% on Emperor. Likewise, buildings and such cost 85% of normal on King and 80% on Emperor. On King, the AIs have 90% of their normal Unhappiness, while it's 85% on Emperor.

It's not about resources, just how much they pay for everything along the way. The jump from Prince to King is much larger, numerically, than the jump to Emperor, but there it's all about margins; the two free techs and all of those 80% modifiers make it VERY hard for a human to beat the AI to any of the early Wonders, and that head start adds up over time, even after the human catches up technologically.
 
While that particular map script has no Lua component, I have no idea what it'd do to the resource allocation. It's possible that there's something wrong with using it with this mod; I should try that at some point.

I popped home at lunch and ran the Worldbuilder tool with your mods enabled. I then generated a map using the 4 Corners script: I didn't see any Omnicytes or other resources from your mod on the resulting generated map (didn't look too closely, so I could've missed them), however I was able to place Omnicytes using the Worldbuilder tools. I then saved off the map, closed it, then opened the map again and the Omnicytes were still present, so I am going to "assume" that this works for all your resources. FYI.

D
 
so I am going to "assume" that this works for all your resources.

I'm sure it does; the WorldBuilder does seem to load a mod's resource table just fine, and you can place resources through FireTuner as well. It's just a question of whether the map in question does one of two things:
1> Have its own internal versions of certain Lua routines, like GetMajorStrategicResource-type routines that tell the map script how many units make up a standard Uranium deposit. Since those routines wouldn't include my three new resources, the game defaults them to 0 and doesn't place any.
This is a known issue for the Lakes, Great Plains, and Highlands maps. I'm tempted to make a custom map pack containing Spatz's Lakes, Spatz's Highlands, etc. with modified versions of these routines to add the new resources and whatever other distribution tweaks I think are needed.
2> Have pre-set resource locations. This mainly applies to scenario maps, like many of the various Earth maps. For obvious reasons these wouldn't have deposits of the new resources, which is why Seten was discussing resource distributions a few posts back.

So when I say that the resource allocation would break, I don't mean that you can't ever add that resource to the map through other means, just that starting a new game wouldn't put any deposits of my three new resources on the map. If you don't have any Omnicytes, Dilithium, or Neutronium, then military technology will stall out at the start of the Fusion Era (Needlejets and Leviathans being the last units to use the old resources). Things'll get REALLY bad in the early Nanotech, as those earlier units go obsolete in favor of Titans, at least until you build a lot of +resource buildings. And those resource deposits are significant for other reasons; Omnicytes are a big +food resource at a time when growth tends to stall out, and are both land and sea, while Dilithium is a big sea-based +production boost (especially with a Seaport), VERY important for those little island cities.

Given that the Ancient Lakes map you were talking about has no Lua component, #1 is probably not an issue, but I don't know whether it's a fixed-resource map or not.
As for your 4 Corners issue, if the map has no omnicytes on it at all then it's definitely overriding the distribution logic, because I force a minimum number of omnicyte deposits to be placed on flood plains and offshore.

Actually, now that I think about it, when I release 1.0 I think I'm going to include three components: the Content mod, the Balance mod, and an Optional file pack (containing modified map scripts, my altered tech diffusion mod, a TSL Earth map with the new resources, and so on). These shouldn't take up much room, and it'd be nice to have more options for the players. Eventually I want to add a real SMAC scenario, with the SMAC leaders and starting in the Digital Era, but that'll take a lot more work.
 
Actually, most of the crashes started around the same time I got the new Denmark DLC, could that be conflicting with your mod?
 
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