JFD and Janboruta's Civilizations

Antonius Pius, Commodus, Julian, Nero, Italy, Margherita, Mussolini translation
 

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Really enjoying your civs, probably going to try out the Maori later today. But i am curious, what does giving settlers a zone of control actually effectively give you? Can't really see an efficient use of that.
 
Really enjoying your civs, probably going to try out the Maori later today. But i am curious, what does giving settlers a zone of control actually effectively give you? Can't really see an efficient use of that.

Surely it means that unescorted Settlers can't be captured easily, and that escorting a Settler with a unit that doesn't exert ZoC (like those Slingers you've built a ton of) will exert a ZoC as it would if you were escorting with a Warrior; both of which sound pretty handy to me for aggressive settling and for delegating Units to other tasks.
 
Haven't really considered that it sort of gives ranged units that guard it ZoC by proxy, But it wouldn't really stop people from capturing it, if it is unescorted. ZoC only stops them from moving through the surrounding tiles, not into the tile the unit is itself on, so they would still be able to capture it.
 
Haven't really considered that it sort of gives ranged units that guard it ZoC by proxy, But it wouldn't really stop people from capturing it, if it is unescorted. ZoC only stops them from moving through the surrounding tiles, not into the tile the unit is itself on, so they would still be able to capture it.

In my experience I often haven't been able to from two tiles away and attack... but maybe that's just bc they were in rough terrain...
 
Try disabling Senusret III (Egypt), that's throwing a fatal error. But I see the issue with the Maori, England and Russia being the two civs still needing updates I didn't have them enabled, so I never noticed. Updating now.
Your update solved the issue. Didn't even have to disable Senusret for now, but I will keep that in mind. Many thanks! :p
 
Brought this up a few pages ago but got no response. JFD, when I have Hitler as an AI in the game, he never settles any cities beyond the initial one. Is there any chance you can fix this issue? Looks like a lot of other people on Steam are noticing too.
 
Hi JFD

Ive been tracking down a bug with Sukritact's Policy Manager. It works when I start a game but doesn't when I load a save game, i.e. it works when I start a new game but after loading the save game it stops working.

Frustrations has been high and many hours has been spent since I tested it on every game start and concluded that now it works...

I've now narrowed it down to being a problem that comes when I use the mod in conjunction with the Nubia Leader Pack:
  • When I enable Suk's mod alone it works
  • When I enable Suk's mod + Nubia leader pack it doesn't work
  • When I enable Suk's mod + all my other usual mods save the Nubia leader pack (including your Belgium, Italy, Mali, Soviet Union, America, Aztecs, China, England, France, Germany, Greece, India, Japan, Macedon, Norway, Poland, Russia and Spain it works.

As I can tell theres no error messages in the logs (attached).

Hope you can help.

\Skodkim
 

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Belgium, Leopold II, Amanishakheto, Piye, Taharqa, Wen translation
 

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Ah, sorry JFD! Didn't realize you updated! I'll check it out and post back! Thanks man.
 
England, Churchill, Maori, Atairangikaahu, Hongi Hika translation
 

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I'll take a look. As the Granary replacement, this was a last minute decision, so I may have forgotten something :p
EDIT: Hm, no such issue for me. Do you have any mods that might change the Granary in some way?

Fiji is interesting. I want to do Samoa under Malietoa I sometime - not Melanesia, but the general Pacific island theme is not done yet
 
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Hello and thanks for the awesome mods. I have discovered an issue. I am unable to build buildings in the royal navy dockyard as Churchill or Victoria. This does not occur if I only have the leader pack for england activated and no other mods, I can build light house and shipyard fine then. However, if I enable all of your more leader mods, and only more leader mods of yours, I cannot build light houses, shipyards, etc. There is no menu under the royal dockyard to select the buildings to build. Again there are no other mods enabled except your more leader mods.

Edit: Discovered it conflicts with Canada leader enabled.
 
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Hello and thanks for the awesome mods. I have discovered an issue. I am unable to build buildings in the royal navy dockyard as Churchill or Victoria. This does not occur if I only have the leader pack for england activated and no other mods, I can build light house and shipyard fine then. However, if I enable all of your more leader mods, and only more leader mods of yours, I cannot build light houses, shipyards, etc. There is no menu under the royal dockyard to select the buildings to build. Again there are no other mods enabled except your more leader mods.

Edit: Discovered it conflicts with Canada leader enabled.

Notorious Firaxis error; waiting on them to fix it. This will be the case for any Unique District that replaces the same District as another Unique District. Firaxis make quality games.
 
Hey JFD,
I was wondering if you might consider changing your Canada civ. As a Canadian I believe that both the merchant dockyard and the national ability don't reflect the nation as well as other options might. I have thought of some alternatives you might consider. While I enjoy the adjacency bonus to coast on commercial hubs and industrial zones, I believe a more fitting and historically accurate way of implementing adjacency bonuses would be to have them on rivers. Now here me out. I think an interesting ability is to give the commercial zones of Canada a bonus production adjacency to rivers and industrial zones gold on rivers in addition to the normal adjacency. I also believe that this civ would benefit by instead having a unique commercial zone. This commercial zone could be called a Hudson Bay Company Fort, a historical company that aided in the expansion and protection of frontier towns as well as being a trading post. Now what I believe could be unique about this commercial zone is that it acts as a fort. It gives the fort defense bonus. Also since that's not too much of a bonus, I think it should be able to be built regardless of population requirement. In conclusion I only wish for you to truly think about these changes and see if you could implement them. I am a huge fan of your work and wish you all the best.
 
Hi from New Brunswick :)
Actually, the Trading Company would be a truly awesome unique district, especially if Canada gets a leader from the colonial era (Jacques Cartier or Samuel de Champlain would be a good fit). If you want to make the Trading Company as a "national" unique district, a trait for Cartier/Champlain could be a bonus for luxuary goods which are located close to a trading company. I think the national ability is good, though it might have more sense on river tiles instead of coasts. Canada's national ability must deal with the expansion of the territory. :)
 
Hi from New Brunswick :)
Actually, the Trading Company would be a truly awesome unique district, especially if Canada gets a leader from the colonial era (Jacques Cartier or Samuel de Champlain would be a good fit). If you want to make the Trading Company as a "national" unique district, a trait for Cartier/Champlain could be a bonus for luxuary goods which are located close to a trading company. I think the national ability is good, though it might have more sense on river tiles instead of coasts. Canada's national ability must deal with the expansion of the territory. :)
If another leader comes along, then that could be a unique! Fingers crossed, Canadians! (I've already got my wish for an American leader, Norton rocks :p)
I was wondering if you might consider changing your Canada civ. As a Canadian I believe that both the merchant dockyard and the national ability don't reflect the nation as well as other options might. I have thought of some alternatives you might consider. While I enjoy the adjacency bonus to coast on commercial hubs and industrial zones, I believe a more fitting and historically accurate way of implementing adjacency bonuses would be to have them on rivers. Now here me out. I think an interesting ability is to give the commercial zones of Canada a bonus production adjacency to rivers and industrial zones gold on rivers in addition to the normal adjacency. I also believe that this civ would benefit by instead having a unique commercial zone. This commercial zone could be called a Hudson Bay Company Fort, a historical company that aided in the expansion and protection of frontier towns as well as being a trading post. Now what I believe could be unique about this commercial zone is that it acts as a fort. It gives the fort defense bonus. Also since that's not too much of a bonus, I think it should be able to be built regardless of population requirement. In conclusion I only wish for you to truly think about these changes and see if you could implement them. I am a huge fan of your work and wish you all the best.
I don't know - this seems a little too military-based for Canada. Maybe an encampment with gold production would be better, as two gold-gen districts and one defense-gen district seems better to me - but correct me if I'm wrong.
 
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