Government Buildings

Units/Improvements:

Diplomat :c5citystate::c5influence: Can conduct diplomatic missions to city states
Pioneer :c5citizen::c5war: Scout that can settle cities and build Insurgent Camps
Developer :c5plus: Can further improve tiles.

Hunting Lodge :c5gold::c5production: (Fur/Ivory/Deer)
Ranch :c5gold::c5production::c5food: (Cow/Sheep)
Enhanced Mine (All) :c5production::c5science:
Fair Trade Plantation (All) :c5gold::c5production::c5trade:
Farmland Estate :c5food::c5production: (general and Wheat)
Ski Resort :c5gold: (Hills with snow)
Research Station :c5science: (Flatlands with snow)

Insurgent Camp :c5war: Allows placing of camps that spawn barbarians...

there are some mods that do this in mod browser, so i will have to disable them... does this also include the civil engineer / explorer units? i just don't want to have 2 mods running at same time that includes the same content
 
there are some mods that do this in mod browser, so i will have to disable them... does this also include the civil engineer / explorer units? i just don't want to have 2 mods running at same time that includes the same content

I'm not entirely sure to be honest. I remember a mod that upgraded workers to civil engineers, but not whether they did as much. I use the Remote Mining mod (Contractor Unit) without any duplication of tasks.

Don't think I've used one that includes an explorer. The only simular unit I can think of that has a simular attritbutes to the Pioneer, is the Polynesian Scout. Even then, they're different enough I think.
 
Im glad to see one of my favorite mods still prospering. And being worked with an evo of BMF? I have always liked the whole family of that mod. great news.

could you integrate the next turn clock or remove the clock? I am unable to focus with the red numbers...
 
Im glad to see one of my favorite mods still prospering. And being worked with an evo of BMF? I have always liked the whole family of that mod. great news.

could you integrate the next turn clock or remove the clock? I am unable to focus with the red numbers...

It's still being tweeked, as there are a few niggles being worked on and should get better as my expertise increases :P

The clock colour is a bit of a pain, due to no background (like at the top of the screen) hence a colour that stood out against the majority of map/cloud colours. Will see what I can do on that.

The main thing that I've noticed, is that other mods - like VEM - can be used at the same time, but are best left last in the loading queue. To do this, you can tick all but VEM, click next, then go back and tick VEM. After clicking next, VEM should appear last in the list.
 
too bad this doesn't have skyrim system of changing load queue...

I'd only noticed it myself by accident and it's due to both mods making a change to the city banner lua file. It doesn't cause issues, only that the culture meter in VEM won't work if it's loaded before GB.

I had considered leaving the file out, but felt it better to leave it in for the time being, as not everyone will be using VEM etc and the major ally icon is pretty handy.

I may see about covering the inclusion of the VEM version file, if Thal is ok with that, which should remove the need to load them in a certain order altogether :)
 
not only that but the more different mods work toward one another, the more cross-compatible mods that will be released.

i like how a lot of the earlier mods that had problems with each other began drifting toward each other and now work like a charm.
 
Just so you know that the Farmland Estate is not showing up on the map. It shows the ican changes but thats it.
 
Just so you know that the Farmland Estate is not showing up on the map. It shows the ican changes but thats it.

This has been a niggle since day one - I've scoured the code, but can't find why it happens. The graphics should appear as farms do. I've an idea or two where to do some extra looking, but not getting as much time of late to investigate as thoroughly as I'd like.

Thankfully, it's a cosmetic issue only :crazyeye:
 
I considered more of a little thing of the farmrealstate issue.
Otherwise the mod is working great.
 
I considered more of a little thing of the farmrealstate issue.
Otherwise the mod is working great.

Wasn't suggesting it was insignificant, just that the fundementals of the improvement are working and that it's useable in the meantime :)
 
on the bottom panel mod does it have to be a 24 hour clock?

At the moment it's coded that way to enable the hide and colour switching choice until a background is added for the icons/info.

I've done the background, but still tweeking a few things with it, so the need to colour change it will go. That would free-up the option to do a 12/24hr toggle :)
 
Updated version pending for upload to the Workshop... once it's working, for me at least.

Removed: Improvement Upgrades, Bottom Panel Info, Pioneer and Developer units removed; Better versions of these are available as individual mods, except for the Developer unit - Workers no longer require upgrading in the standalone version of Improvement Upgrades.

Added: Informer and Great Reformer units.

Informer has hidden nationality and can enter rival territory (possibly good for killing those annoying rival prophets/missionaries?), along with a wide visibility range.

Great Reformer was intended to act like a super Inquisitor, but have yet to get that to work and may end up with a completely different role. At the moment, it can do little more than start a Golden Age.

The Reform aspect is still not fully functional, but does Info/ToolTip infos better.
 
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