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Exploration Continued Expanded (Obsolete)

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No, your post is nonsense. Mine was a request to put tribes in YNAEMP. Its legit.
 
No, your post is nonsense. Mine was a request to put tribes in YNAEMP. Its legit.

As in, I've already done that, and it's not relevant to this thread if that's not working as intended. I'm pretty sure I mentioned this somewhere.
 
I playing in YNAEMP, and ive seen no tribes whatsoever.
And im pretty sure desert immunity pevents snow attrition as well.
 
While we're on the topic of YnAEMP, I suppose I might as well cross-post this from its thread. It seems relevant here as well, and posting it in both places should make it easier to notice? If it's more annoying than helpful I'll refrain in the future.
I found that the YnAEMP (v.23) custom setup drop down selections are blank if both "Exploration Continued Expanded" and "More Luxuries" mods are enabled. It works fine when only one of them are enabled.

Mods used while issue occurred:

YnAEMP (v.23)
Community Patch (5/3)
Community Balance Patch (5/3)
CSD (5/2)
C4DF (4/15)
CBP-Compatibility (5/3) (No-EUI) or CBP-Compatibility (5/3) (EUI Version) with EUI (CBP) (4/15)
More Luxuries
Exploration Continued Expanded
I'm experiencing this as well. Cutting the mod list down to just the Community Patch, YnAEMP, More Luxuries, and ExCE still causes the issue. Disabling either of those last two mods fixes it, so I guess there's some sort of conflict with how YnAEMP handles them?
 
And won't be implemented.
 
He means they yield +4 Happiness with CBP, even though CBP changes it so that resources only yield +1. I'll fix this in the next update; I had just forgotten this is what CBP did.
 
Well, I think it gave JFD the second best headache... Its been annexed by Ayutthaya anyway(;))
(I gave the best headache! :D)
 
Whilst we're on the topic of Sukritact, the colony system will not be as you know it when it is re-implemented. There will only be three types: Fort, Trade, and Slave (maybe Penal as well, IDK). Each colony will begin as a Fort, and then you will construct either a Chartered Company (using the EEC icon) to turn it into a Trade Colony or a X to turn it into a Slave Colony. The Seminary/Mission building will take the place of Mission colonies in a colony's faith/religious pressure needs. However, colonies will remain fundamentally the same - as essentially puppets with limited purchases. This system, here, however, so aim to naturalize the mechanic a bit better - removing that jarring UI, and allowing you to evolve colonies into other types as needed (the tradeoff will still be that non-Fort colonies are worse off at defending themselves).

I bring this up, therefore, to ask for help working out X. I could use the Governor's Mansion as that building (instead of as a generic indication of colony status and to enable core features), but the implication there is uncomfortably ahistorical.
 
Hmmm... Slave trader?
Prison?
 
What is the EEC icon? :p

Ok, new plan might just be Colonial Outposts --> Colonies via East India Company NW --> Cities via Governor's Mansion building.

Prestige would allow Colonies to function as Slave or Penal colonies via a set of reforms.
Seminaries would take the role that Mission colonies did.

Basically, uber simplifying (good for me, hopefully good mechanically). Needless to say, I'll probably have to let my ideas sit for a while, so I'll move onto other updates after I've added the new Tribes and wrapped up Exploration and Attrition.
 
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