Getting Started

To put it another way... loading works fine if we're on the first Mods menu with statues and buildings in the background. If we're inside a started or loaded game, loading from the secondary internal menu messes up all Lua mods.

It's one of the two bugs with the game cache: the cache doesn't clear when mods change, or when loading from within an active game.
 
My thought was that they had programmed in two load functions, a vanilla one and a mod one. Then, they left all the code that would deal with pulling up and applying all the data that needs to be altered when mods are used out of the vanilla loader, to try to make games load faster for most players, as most players presumably wouldn't be using mods, making that code unnecessary. Then they put in a line somewhere in the menu that prevented files that had mods used from being viable for loading. The mod menu has the full load function, but the in game menu, under my hypothesis, would only have the vanilla loader, which doesn't know how to prep the game for mods and doesn't have whatever the main menu has that stops it from trying to load modded save files.

Or there is no mod specific loader, and there is just something in the mod menu that 'knows' how to get the vanilla loader to handle mods properly, which makes more sense, now that I think of it.

Anyway, none of this actually matters, as your workaround should work just fine.
 
Today I had a very enjoyable game (not finished yet) as Songhai on Prince, Small size, Continents, Standard speed. 5 AI players and 10 city-states.
I shared my medium sized continent with Pachacuti and 4 city-states.

My first SP choice was unlocking Honor for some awesome culture from Barbarians. That with 3x gold from barb camps is a nice combination. After that I filled out Liberty.
First I decided to build 3 cities for the most ideal city locations near my capital. My first target was actually a militaristic hostile CS north-east, which's name I don't remember anymore, but I unintentionally finished some quests for them, making them my ally for the rest of the game.
So, I decided to take Cape Town, located south-east from my capital, which was hostile too. Capturing was quite easy with some swords, pikes and catapults.

East to Cape Town was located Dublin (which was hostile too, sigh!). I captured it after upgrading my swords to longswords, pikes to musketmen, catas to trebutchets and built a few Mandekalu Cavalries.
The weirdest thing is, that Pachacuti remained Friendly to me even after capturing TWO CITY-STATES! Most civs would go "omgwtfbbq denounce :mad:" about that, but Pachacuti apparently did not!
Maybe that was because earlier in the game I returned his worker. :goodjob:

But. Even if Pachacuti seemed like a good friend, I targeted him next. He kept building a lot of wonders and ignoring his military! The first city I took was Tiwanaku or something. That battle was horrible despite his small military! I lost all my units except for a trebutchet and a 3 hp longsword! Luckily, the city was so damaged I successfully captured it.
To avoid losing anymore units, I made peace with Pachacuti. He gave me 3k gold, so rebuilding my military became significantly easier! And Tiwanaku had the Colossus, so it became my gold city. ;)

During the peace time, I rebuilt my military and sent it to Tiwanaku for fast access to Pachacuti's lands. For my surprise, Pachacuti had built a damn lot of Vanguard units! I was horrified, as I thought that would make my conquest damn harder!
But I must admit that Pachacuti made a very good move there!
Beating his Vanguard units at that point was near impossible, so I decided to wait until I get some Infantry and Artillery. For my luck, he never upgraded his older units even though he was a runaway in tech and culture. :crazyeye:

And then the battle for Cusco began. However I would compare it to the battle for Stalingrad. That was so damn slow and almost made me want to end the war for a stalemate. But I succeeded capturing Cusco, and my score jumped from 3rd to 1st! Cusco had around 9 wonders! Thanks for building them for me!

I then began capturing the rest of his cities; they were a lot easier.
My empire ended up with 15 cities (including my own 4 cities and 2 CS), one of them being a one-tile island with Marble I had isolated Pachacuti on after capturing his other cities. He refused to give me anything in the peace deal. When I proposed that he would give his open borders along with the peace, he thought that me giving all of my gold, luxuries and open borders would make it more fair. :crazyeye: He had it coming.


Other fail on Pachacuti's decisions:
He only built 2 Terraces, both of which had only 2 or 1 mountains adjacent. Near Cusco there was this huge mountain range which would have fitted SO MANY Terraces! Most being adjacent to 3 mountain tiles! But instead he chose Villages for them. I might know the cause for this: he probably has a high gold flavor.


Also: I haven't ever built an empire this big in CiV! I like playing tall, but this warmongering game was a lot of fun!
 
Other fail on Pachacuti's decisions:
He only built 2 Terraces, both of which had only 2 or 1 mountains adjacent. Near Cusco there was this huge mountain range which would have fitted SO MANY Terraces! Most being adjacent to 3 mountain tiles! But instead he chose Villages for them. I might know the cause for this: he probably has a high gold flavor.


Also: I haven't ever built an empire this big in CiV! I like playing tall, but this warmongering game was a lot of fun!

I bet you're right about Pachacuti... and yes, I had a hard time getting back to playing tall after trying Conquest back when Thal buffed Germany.
 
Thanks for giving new life to Perfect World in 117.1 Cephalo's map deserves to live on! Any chance we will could ever see a GotVEM for it one day? I personally loved the PW concept but I think that some people hated the desert pancake interiors the map tended to create.

Cheers
 
Pachacuti has an Expansionist personality so he generally doesn't care much about citystates. This is especially true if the AI has not "protected" the citystate. If you avoid protected states it's generally save to conquer CSs. He has a low gold flavor so it's odd he built lots of villages. I'm not sure it will have any effect, but in v117.2 I've added some entries in the Improvement_Flavors table for Terrace Farms. Hopefully this will make him emphasize terraces more.

@glider1
All will be revealed on Firday... :mischief:
 
Pachacuti has an Expansionist personality so he generally doesn't care much about citystates. This is especially true if the AI has not "protected" the citystate. If you avoid protected states it's generally save to conquer CSs. He has a low gold flavor so it's odd he built lots of villages. I'm not sure it will have any effect, but in v117.2 I've added some entries in the Improvement_Flavors table for Terrace Farms. Hopefully this will make him emphasize terraces more.

@glider1
All will be revealed on Firday... :mischief:

I was really surprised when Pachacuti started building lots of Vanguard units after me capturing Tiwanaku and killing his units.
He made a really good decision there, because I think he was sure that I would come back later at him. Most likely Vanguards have a high defensive flavor, eh? :)
 
I personally loved the PW concept but I think that some people hated the desert pancake interiors the map tended to create.

Much of the outskirts PW middle deserts should be plains.

--
Haven't large oil deposits been discovered in plains and/or forested areas of Texas (and other similar locales, I'm sure)? Why have I seen no VEM oil on such terrain?
 
Oil was so abundant in the early 1900s it only loosely fits the theme of a strategic resource. Prices were as low as $0.03 per barrel - a lower cost than common things like water! The oil resource ingame is used for World War 2 era units and later, when most of the easily-accessible oil in grassland/plains has already been extracted. All that's left is the hard-to-get oil offshore and in desert/arctic regions. This 1950s-2010s era is what I chose to represent with the distribution of deposits.

Something to point out is the game has major terrain equalizers in place. Inhospitable land like tundra and deserts get numerous extra resources like wheat, stone, iron, and clusters of luxuries.
 
Since there's no "power" in Civ 5, factories and the coal plant were combined for this game. Factories are the only thing which use Coal.

Non-coal strategic resources only appear in player territories. Details are in the thread "How players/resources get placed." Shifting some of those resources outside of player territories is something I researched, but would have been very time-consuming to accomplish.
 
Just started to use your mod and so far I think its great, so well done!

I'm not sure were to post this so I've plumped for this thread....

.... I would like to suggest the addition of a dot mapping and sign placing tool to the Unofficial Patch. Its not a ground breaking idea but in civ4 and the BUG mod I found these features a great help to organising my civilisation and coming up with plans for the future.

I know you have a lot on as it is but I hope you will consider this as an idea for inclusion in your excellent mod.
 
Glad you're having a good time! :goodjob:

Unfortunately, most graphics capabilities such as your suggestion are in the game core, which only Firaxis has access to at the present time.
 
Back on the later strategic resources, I find that Oil's current position to be slightly counterintuitive - with other earlier strategic resources you have the ability to improve them, if not USE them, immediately - Horses and Camps are simultaneous, Mines are before Iron and Coal. This gives an incentive to settle them as they provide substantially improved tile yields improved tile and the ability to be further improved by specific buildings - I disagree with the idea that use in a building are the resources' only utility.

I do not know whether buildings apply their buffs passively or upon improvement, but either way, Oil's improvement being so drastically split from its revealing means there is very little incentive to settle it immediately as it is nigh on useless until you can improve and use it. Are they split deliberately, or is this simply something you haven't noticed a specific issue about? It just seems out of pattern, I guess.
 
I do not know whether buildings apply their buffs passively or upon improvement, but either way, Oil's improvement being so drastically split from its revealing means there is very little incentive to settle it immediately as it is nigh on useless until you can improve and use it. Are they split deliberately, or is this simply something you haven't noticed a specific issue about? It just seems out of pattern, I guess.

Why should there be an incentive to settle it immediately (or ever)? If you want it, there it is - and you know exactly when you'll be able to use it.
 
Hm, well the reason I moved the oil reveal earlier is so we can plan ahead and acquire those deposits before they're needed. It makes it easier to get tanks and battleships quickly out the door. I'll move the reveal to Scientific Method so it's a little closer to the oil well improvement. :thumbsup:
 
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