v1.45 beta is unavailable for download because AtomicGamer has shut down.
Just wondering: does the Spread Culture spy mission actually do anything in K-mod, with its altered culture system?
I did such a mission to a very cultural enemy city, costing over 700 spy points, then invaded the city, and when the civil unrest was over its culture was at 0 ("Poor"), and the city nationality only 2% mine (which could have been from being relatively close to my borders anyway).
I expected to have culture there already so I didn't need to start from scratch.
I've been playing with culture flips after conquest enabled and one of the cities I conquered revolted to its previous owner while I was still in war with him. What happened then is that my units in that city simply got deleted.It seems that all units of players at war with that player located in flipping city just get deleted. It's ridiculous that you can lose unlimited number of units like that seemingly without proper cause.
Is that behavior specific to K-Mod?
[...]+1to specialists [...]
In any case, adding the back-end stuff to allow that bonus in the xml was actually more work than I expected[...]
Confirmed and agreed. It actually seems to suffice to remove the pLoopUnit->kill call (or the whole loop). In a WorldBuilder/ debugger test, the game then tried to place the free units of the new city owner on top of the old garrison; CvUnit::setXY noticed that the units can't coexist, and bumped the old garrison. I guess it's cleaner to replace kill with jumpToNearestValidPlot, which also appears to work.[...]It seems that all units of players at war with that player located in flipping city just get deleted. It's ridiculous that you can lose unlimited number of units like that seemingly without proper cause.
Confirmed and agreed. It actually seems to suffice to remove the pLoopUnit->kill call (or the whole loop). In a WorldBuilder/ debugger test, the game then tried to place the free units of the new city owner on top of the old garrison; CvUnit::setXY noticed that the units can't coexist, and bumped the old garrison. I guess it's cleaner to replace kill with jumpToNearestValidPlot, which also appears to work.