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Exploration Continued Expanded (Obsolete)

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Hmm not sure how that "city limits" mod works, but would something like it work to showcase which tiles belong to a tribe? I think that you can't "grow" it dynamically like borders, but you can increase the size of the circle.

It looks like this, if you aren't familiar with the mod:
Spoiler :
rzaqKDq.png

Yes, that was the plan. However, these are created through "Highlights" and invoked in Lua. Which is fine except that the Highlights available are hardcoded and you cannot add additional ones without adding them directly to the Highlights.xml file, like EUI does. Yet, importing this file into VFS and adding it that way doesn't work, so it's not really something I can make use of. I can't use the existing highlights because they are added/cleared unilaterally, and there also aren't that many options for diversification. I need the borders of the Tribes to remain permanently on the map, and not only visible when specifically looking for them (as some Tribes have bonuses to units that move through their borders. I could invoke the borders when a unit is selected, or when the Tribe's banner is hovered over, sure, but there aren't enough highlights in order to distinguish this (there's only the blue unit movement one as above or the red unit attack one - though EUI adds several more)).

I suppose it wouldn't be clear enough to the player to simply say any tile next to a Tribe Feature belongs to them? :p Could the land around the Tribe have some specialized Tribe variant texture of land? (Bad Idea, I know) Could the land around the Tribe Feature have some sort of native village texture, like tee-pees, huts etc that organically fit in with the environment without covering a resource. When I suggested graphic, I was imagining some Hexagon shape with a shade of color that could spawn on the tiles adjacent. As I say it I can see how it doesn't work tho.

Man, you weren't kidding. We need to form a think tank on this one. I feel like there is a way. But how.

Ah, classic AI. Really, Rebels and Barbs spawned in are just there to cause temporary trouble. It would be far more useful if the Rebels spawned up when your army was far away, or right when someone invades you.

Edit: Ignore my suggestions, Tarcisiocm might have a Cure-All. Not meaning to jump the horse, but that's smart. If the circles could be adjusted to a base Tribe size, and then only appear overtop of tribes...

Not really, as Tribe borders can go beyond just the adjacent tiles. I can't really envision how a retexture or a graphic on every tile would work out, and replicating the core Tribe tile's graphic (e.g. Teepees) gets too messy.
 
What makes this hard is that we can't treat them as minor civs, because we can't hardcode CS in, or create a new type of Civs (in this case tribes) and yet we cannot create borders unless they are some sort of civ.

In addition, their borders need to be visible on the map, even when your empire surrounds theirs.
I have ideas, but none of them can work with the current limitations :( I'll see if I can come up with anything smart in the next few days, but I think Tarcisocm has the strongest theory right now.
 
Hi JFD,

Today I met a Roman volley gunner by the name of Juan de Fuca. That's one of yours, I believe :)

This was around 1000 BC. Any idea how a Great Scout might switch to ranged class and time travel? I'm guessing it's an issue with the goody hut upgrade limit being ignored under some condition. The volley gun is (I think) a CBP addition.

EDIT: I'm also seeing named explorers during early eras.

Additionally, I can confirm your last update does seem to fix the CTD when bargaining with the AI where it involves AI selection of player items. Hopefully, this was also the source of occasional AI turn crashes.

Great mod. Thanks :goodjob:
 
Hm, you might be right - something to do with the goody hut upgrades. I'll take a look - thanks for the report.

@Kesler, Thanks for the input. It's certainly a challenging issue, and you can see why I've been so grounded as far as ExCE is concerned. However, I do intend to work on Colonies this month, in-between my Enlightenment Era civs and one final essay for the trimester. But Colonies will now be released as a separate component (I don't think it'll need ExCE - haven't checked this out fully). This is mostly because it must replace the CityView and CityBanner files in order to work properly, and I'm not sure I'm willing to handle the Steam Workshop vis-a-vi this reality :lol: And before Tomatekh has a heart again from thinking he needs to update his civs, he doesn't. The ID is not going to be necessary, and the existing method of ExCE support stays the same. Of course, if you're a bit OCD about it like me you'll probably need to update the heading which labels it as ExCE support. So sorry to me about that :p
 
Hm. Does anyone have a copy of an older version of ExCE, preferably with Trade still in it (thinking of you, Natan)? I seem to have deleted all the colony-related stuff at some point, and I'd like to go over it if I can.

EDIT: Scratch that - they were just hiding :p
 
So since forts seem to be an important component of this future colony project, will Feitoria's have any part in it? I guess the fort cities (which is something I really wanted to see, thank you for that!) pretty much represent the European factories, but Feitoria's still feel awkward as something fully Portugese. The mechanic for the Feitoria feels like it would make way more sense for the tradeposts improvement anyway.

Oh I was also wondering, will forts become easier to construct and maintain than regular colonial cities? They seemed to be built with way less weight then colonial settlements, and I think were historically easier to maintain because there were no real inhabitants to provide for. I hope it will become something that is encouraged to build lots of, unlike regular cities that can be really impeding at times. Will border growth also be handled differently by these cities?

Being able to choose to settle between forts and regular cities wherever seems like a great and logical bonus for the colonial group in CulDiv btw!
 
Apart from every western European nation using the factory system, even the American government implemented it for a time. I'd say the Hudson Bay Company factories are also really well known, and don't forget the Hanze who pioneered it. It really is a universal kind of system that existed before the Portuguese used it. I don't think it fits anyone the most, but I do agree on that they used it extensively so seeing that return would obviously be nice, getting an extra bonus from building it, but not making that improvement something exclusively reserved for Portugal. I don't see how a Feitoria is any more special then any other European factory. How is it any more then a fortified tradepost (which in itself is used throughout history almost everywhere) under control of a European trading company? The latter which itself also seems to be regarded as something universal.
 
So since forts seem to be an important component of this future colony project, will Feitoria's have any part in it? I guess the fort cities (which is something I really wanted to see, thank you for that!) pretty much represent the European factories, but Feitoria's still feel awkward as something fully Portugese. The mechanic for the Feitoria feels like it would make way more sense for the tradeposts improvement anyway.

Oh I was also wondering, will forts become easier to construct and maintain than regular colonial cities? They seemed to be built with way less weight then colonial settlements, and I think were historically easier to maintain because there were no real inhabitants to provide for. I hope it will become something that is encouraged to build lots of, unlike regular cities that can be really impeding at times. Will border growth also be handled differently by these cities?

Being able to choose to settle between forts and regular cities wherever seems like a great and logical bonus for the colonial group in CulDiv btw!

I'd rather leave Feitorias alone (and stick only to changing Portugal's UA), as I'm not certain how Tarcisio will revise Portugal's UI.

Heh, I wouldn't look too much into Fort Colonies as that distinct from regular colonies. I hadn't figured how to preserve them until you brought it up, but I think I could allow Forts/Citadels to be constructed outside your borders, and those become Fort Colonies. The benefit of these would simply be in that they retain the bonuses of a Fort/Citadel, whilst coming with a Drill Academy automatically (so, straight away not having the military training penalties that a regular city does).

Border growth is hampered in both by the fact that they are tantamount puppets. But that's what buying tiles are for.
 
Wait: colonies can't grow? Why? Puppets already get a 25% penalty to culture, I think its enough.
I think some civ should have colonies that expand as fast as other cities. It could be an interesting mechanic.
 
Austria and Venice?
(Tbh I think Italian city states should also use that mechanic in their traits, in some way, as they had colonies too)
 
Oooh I really like that idea, no need to build settlers and it can be done in the earlier eras! Makes me suddenly wonder how the AI handles building in neutral territory, if they even do it. It seems like an occurring trait with modded civs and I never checked if the AI actually uses it...
 
Yeah, just to throw in my 2 cents on Venice - I love how unique it is in the base game, and I think that's an important characteristic that should be preserved, even if it isn't QUITE perfect historically. That's why I was very happy to see that the Venice changes were optional in the HRE mod from a while back - that's all I need.


It may not be wholly rational but there are some nostalgic things I don't want to change about the base game. I wouldn't want to download a China mod which eliminated Wu, and I hope that the revisted Celtic split at least has an option for Boudiccato keep her colors.
 
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