Maybe I can include a new cheat that increases your stability level instead, or makes you immune to the next crisis.
It would be useful to my game style

Maybe I can include a new cheat that increases your stability level instead, or makes you immune to the next crisis.
How is neutral supposed to work?
Yeah, the BUG mod displays this error message and I cannot identify why. But it doesn't seem like there is actually a bug.
The cheat doesn't work anymore because the stability score isn't saved in the new system. Maybe I can include a new cheat that increases your stability level instead, or makes you immune to the next crisis.
How is neutral supposed to work?
The alternative solution to situations like this is to enable all ships (or at least transports and civilian ships) to cross enemy territory.
With neutral I just meant normal, like a tile off the coast of Madagascar.
Oh, I misunderstood the culture ratio in the original post. Yeah, I can correct that by disabling the 80% rule for water tiles.I think strijder was talking about the culture ration needed to control the tiles. They should be 50:50 and, apparently, they currently are not.
You're right. Seems like the interface option supercedes the cheat combination. I'll address this at some point.Seriosly though, pardon my ignorance, looking CvRFCEventHandler file, I though that you already did that, and wanted to try it![]()
It shouldn't really be high on priority list (playing without stability does defeat the purpose of mod), although it could certainly be useful sometimes...
- added stability normalization: threshold for stability level changes depends on the overall stability in the world
The alternative solution to situations like this is to enable all ships (or at least transports and civilian ships) to cross enemy territory.
New commit:
I've tried the stability cheat and it works for me.
- added stability normalization: threshold for stability level changes depends on the overall stability in the world
I think the idea of naval territory and the three mile zone is a fairly novel one, but so is safe passage of civilian units in general. So no idea how to model that for most of the game, but I think with the scale of the map it's not acceptable that everyone has to sail around Britain because they don't have open borders with England/France, similar for other such straits. So a can enter foreign territory effect for non-offensive units wouldn't be that bad. Caravels are useful enough even without that distinguishing trait.I think that's an excellent idea, even if you solved the original problem already with the changed culture rules for water. But really - wasn't most water tiles freely passable? I don't really know anything about this, but.. did one really need permission to cross the sea lanes of an area, didn't people just do that? With expections of course - The Sound Due between Zealand and Scania to name just one example. I just always imagined the sea to be "neutral area" in most cases, where at least non-military ships could sail by as they wanted to. I'm mostly speculating though, just to make that clear.
No, will test that.Can you access interior advisor screen after using cheat? When I try, I get only empty screen without any info...
Yes. The threshold after what score your stability increases (or decreases) is dynamic anyway depending on a number of factors.What does this mean? It's harder to experience stability drops when the rest of the world is unstable and vice versa?
Has anyone played Phoenicia lately? I just tried them on viceroy (failed since I forgot to build a palace), and I found no incentive for running mercenaries. After getting HBR, both Sur and Qart-Hadasht could churn out one war elephant in 4 turns. The half maintenance cost and hurry cost was decent, but warrior code is still better.
Can any other civ use Mercenaries effectively?