No, because I don't support EE's Manor.
). Having seen the Manor being featured on the Modding Wiki (at Claims & Colonies), I think it would be prudent to at least discuss possible concilliation of both buildings, just so both mods can run together. Making it purposefully to spite the other mod (or at the very least introduce a compatibility problem) might sadden me a bit. 
That's petty. (and hurtful to my design ego). Having seen the Manor being featured on the Modding Wiki (at Claims & Colonies), I think it would be prudent to at least discuss possible concilliation of both buildings, just so both mods can run together. Making it purposefully to spite the other mod (or at the very least introduce a compatibility problem) might sadden me a bit.
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>Supports a thousand other things.
>Won't support something that directly conflicts with own mod.
>Called petty.
To even suggest that I added the Manor out of spite is insulting. There is no compatibility problem - C&C simply disables EE's Manor, and hence I'm not willing to change any custom civs to support a building that for me will always be disabled.
... so it must not exist
.
.I'll be honest, the manor has far more use in C&C then being another GP Generation machine, although in a perfect world everything is compatible with everything... Also, what tech does your Manor start at? All we know is where you don't want it...

but he has artistic immunity), we're all just curious.
Jan has been acting very odd lately. I think Pouakai must've cursed him.I dunno, force a defensive pact? Would be fun to see world wars happeningIncidentally, I precluded the 'Force Peace' thing because Gazebo wasn't able to resolve an issue with it (couldn't create a Peace Treaty, so the AI could just insta-war you right after, making it rather pointless). I'm looking into alternatives, but ideas are welcome.
(I'm assuming that's possible with dll modding?)
Why not have some sort of Jail building? We have every variant under the sun for a Courthouse, but no prisons. Perhaps a Jail affects unemployed citizens in some way, or a vanilla Happiness effect. Perhaps it effects loyalty in colonies, but that's probably too early for colony designed buildings. I'll think about it some more, until Natan comes up with a brilliant idea
Using the GD could affect Sovereignty in some way, perhaps giving you a boost towards the next reform. Without Sovereignty, WLTKD works, tho it's nothing fancy. Perhaps they could be used to make another civ think a little better of you (If they were Guarded, bring them up to normal, or normal to friendly. Would improve trades with them too)
Pls JFD, less Iron Curtain, more UN
I dunno, force a defensive pact? Would be fun to see world wars happening(I'm assuming that's possible with dll modding?)

If Spies were a real issue, the Jail could work as a prerequisite to the Constabulary. Sadly, however, they.
Has anyone considered making a mod that expanded/overhauled the espionage system? I'm assuming it probably has been, but modding espionage is difficult.

Maybe I should stop supporting other mods so much thenJan has been acting very odd lately. I think Pouakai must've cursed him.

To even suggest that I added the Manor out of spite is insulting. There is no compatibility problem - C&C simply disables EE's Manor, and hence I'm not willing to change any custom civs to support a building that for me will always be disabled.

Has anyone considered making a mod that expanded/overhauled the espionage system? I'm assuming it probably has been, but modding espionage is difficult.
I apologise then! Wrong calculation on my part - your big dissatisfaction with EE led me to believe you do anti-Pouakai things more overtly now.![]()
