I think this mod should also force the major civ units and cities to flip over to the new civ if they're in a certain proximity to the spawning area of the new civ. Capital cities should be immune to this though.
The way things work right now, the later civs are totally overpowered by early civs. It should be the opposite like it's in Rhye's and Fall of Civilisations for CIV4.
In my current game with HSD the English got wiped out by the Celts and the Turkish by the Babilonians in the matter of few turns and I play on the biggest possible earth.
Nice work, its good on an earth map, are you planning on doing a historical wonders mod ?
I use Notepad++ when editing files outside of modbuddy.Hey, I was wondering if it was at all possible to either increase the amount of unit types available in HistoricalSpawnDates.sql or add a numerical value to each unit (ie, 5 musketman).
Also, whats the best program to open that file up in, it seems a little jumbled together in notepad ha.
CREATE TABLE IF NOT EXISTS Civilization_HistoricalSpawnDates
( ID INTEGER PRIMARY KEY AUTOINCREMENT,
Type TEXT NOT NULL UNIQUE,
StartYear INTEGER DEFAULT -10000,
UnitType1 TEXT DEFAULT NULL,
UnitType2 TEXT DEFAULT NULL,
UnitType3 TEXT DEFAULT NULL,
UnitType4 TEXT DEFAULT NULL,
UnitType5 TEXT DEFAULT NULL,
UnitType6 TEXT DEFAULT NULL,
NoFreeTech BOOLEAN DEFAULT 0);
CREATE TABLE IF NOT EXISTS Civilization_HistoricalSpawnDates
( ID INTEGER PRIMARY KEY AUTOINCREMENT,
Type TEXT NOT NULL UNIQUE,
StartYear INTEGER DEFAULT -10000,
UnitType1 TEXT DEFAULT NULL,
UnitType2 TEXT DEFAULT NULL,
UnitType3 TEXT DEFAULT NULL,
UnitType4 TEXT DEFAULT NULL,
UnitType5 TEXT DEFAULT NULL,
UnitType6 TEXT DEFAULT NULL,
UnitType7 TEXT DEFAULT NULL,
UnitType8 TEXT DEFAULT NULL,
NoFreeTech BOOLEAN DEFAULT 0);
( Type, StartYear, NoFreeTech, UnitType1, UnitType2, UnitType3, UnitType4, UnitType5, UnitType6 )
UPDATE Civilization_HistoricalSpawnDates SET UnitType7 = 'UNIT_MODERN_ARMOR' WHERE Type = 'CIVILIZATION_JAPAN'; -- Sengoku jieitai was an historic movie, right ?
did you use an advanced start with Germany ?In my current game with Germany, it seems as though I am not getting any "free" techs at the beginning like usual. I actually have to research all of em (granted, they are still only one turn each). Did you update this or is it a bug?
Also, is culture gain too high for new civs? I spawned with the ability to complete all social branches that were available to me (and probably all the ones that weren't). Is this just a CiV downfall, or more so a bug for this? I kinda like having some difference between civs before we get to idealogies ha.
Disregard last comment, figured it out. However, after trying to add more units..it seems the HSD has stopped working (all civs spawn at the beginning). Here's the file (don't mind the no city states, I was just trying to see if thats what was causing it):