JFD and Janboruta's Civilisations

No, because I don't support EE's Manor.

That's petty. (and hurtful to my design ego :p). 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. :p
 
That's petty. (and hurtful to my design ego :p). 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. :p

>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.
 
>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.

no No NO nONONON!

This argument part isn't referenced in my fanfiction :(... so it must not exist :mad:.


I have to side with JFD on this, but I would also like to know what the manor does in C&C. Also, is C&C on the wiki?

EDIT: was lazy, found it now. It looks really cool, and now I'm excited for too many things at once :mad:.
 
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...

While we're on the subject of EE and comparability... I take it the ExCE stance on the Smithsonian is dependent on the survival of tribes at this point? Because I do think both EE's and ExCE should have a way to co-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...

If you know about the Manor, then you know it from the wiki, where it is plainly coming at Nobility (Chivalry if disabled/with CBP).

Anyway, I don't know why everyone's complaining at me about compatibility. It's not like Pouakai bothered to do anything to relieve incompatibility with ExCE. Smithsonian is probably defunct.
 
Yeah, soon as I submitted that, I went back to the wiki and saw it. 100%, it wasn't there before. If it was, then I'm going mad. Apologies :p

This is what happens you become a reliable, willing to talk, and dedicated modder. People start coming to you for solutions. I don't think anyone's complaining (maybe Jan ;) but he has artistic immunity), we're all just curious.
 
I forgot to add it to the Tech unlocks, but it was always there under the Manor requirements. I might actually put the High Court at Sovereignty in replacement. Regardless, Nobility fills out the tech tree nicely (well, for me - it is optional for people like Natan who want their games to go faster). Now, if only I had something else to go at Code of Laws (a lot of Sov's Reforms will be unlocked at CoLs, but it still seems empty)...

Incidentally, 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 was thinking of giving them the Trade Mission from the Great Merchant, and giving them the WLTKD from CBP, but I dunno. Does that take anyone's fancy? This is about the main thing stopping C&C's release, anyway.

Maybe I should stop supporting other mods so much then :p Jan has been acting very odd lately. I think Pouakai must've cursed him.
 
Incidentally, 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 dunno, force a defensive pact? Would be fun to see world wars happening :p (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 :p

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
 
If another mod includes support for EE and has a building that (now) replaces the Manor, if a user plays EE, the afforementioned mod and C&C, will the Manor replacement still exist in C&C replacing the Manor, or will it just not.
 
The unique Manor will still show up. I'll try to have these Manors retroactively update with the new attributes of mine.

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 :p

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

If Spies were a real issue, the Jail could work as a prerequisite to the Constabulary. Sadly, however, they are not.

I dunno, force a defensive pact? Would be fun to see world wars happening :p (I'm assuming that's possible with dll modding?)

Yeah, that was my working idea, and will probably be what I'll go with, that you mention it.
 
Will the unique Manor be at the same point as the Tech Tree as the EE Manor or the C&C Manor :p
 
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.
 
Could use the Jail for political Dissidents, increasing unhappiness but making it easier to do.. something in Sovereignty. Reforms, political parties, something.

Outside of that, you could fill the tech with a Script of Rights, allowing for workers/working tiles/specialists be 15% more effective.
 
Maybe I should stop supporting other mods so much then :p Jan has been acting very odd lately. I think Pouakai must've cursed him.

Thin ice, JFD, thin ice. :p

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.

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. :p
 
Has anyone considered making a mod that expanded/overhauled the espionage system? I'm assuming it probably has been, but modding espionage is difficult.

The closest is Pope Gazebo's system in the CBP, though I'm fuzzy on the details. Otherwise Espionage is just something one tends to forget about.

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. :p

No worries :D
 
Back
Top Bottom