In that case my game of civ is not telling me accurately what I can improve, or what effects my improvements will have. When I hover the mouse over things like silk it says I need to have calender researched, even though careful harvesting is what is actually important in the mod. The same thing happened with the gold mine, when I hover over the choice of building a normal mine the game says it will give me all of the benefits of gold, but this is not what actually happens because the precious mine is needed. The information for worker improvements, or at least for those two, is still the info from normal Civ, it needs to be changed so it is accurate for the mod.@Amp
Plantations can be built thanks to the "careful harvesting" technology.
Indeed, this is a design issue, I thought it would be better to have a tech for revealing (like "wild game knowledge" tech, and another to gain access (like "Hunting", in this case, for example...) I fixed it in V1.14, because I want to try your way, it seems better.
I don't mind that it takes two techs, I actually think its better that way, so we have to choose to adapt and specialise, the problem for me is that I can't decide what to improve because the information the game tells me isn't correct for AoC.
Well some people might prefer it, is there any way to make it so each player can choose or is that too complicated?Yes, I will try to make it very hard for the AI to trade techs with you. The game was intended like this in the "beginning"
A rare one could be immigration, so a city gains or loses an entire population point (if the city has a minimum population of 3 or 4).I 100% agree with you. I have to find new basic events, and I can't think of any for now, so If you have ideas...
If a city doesn't have much of a garrison, and no walls, it could be raided by bandits and lose gold and gain unhappiness.
If it has a large garrison they could have a parade (maybe if a tech like war dancing is researched) making the population happy.
Heavy rains make a tile unpassable (temporarily marsh/lake) for 2 or 3 turns?
I'll try to think of some more.
Thanks for making the mod. I'd had an urge to play civ for the last few days, I hadn't had it installed for months, and then when I finally did play it it was boring, I'd done it all before. This mod makes it feel new and fresh again, and it makes so much sense. The idea that all the civs around the world would follow the same tech tree isn't much fun.Thanks a lot for reporting Amp.![]()
A few suggestions, they're probably a bit mad:
Would it be possible to localise technologies? For example, in a game played with continents, make it so all of the civs on a continent can't do a certain section of the tech tree (for example all the players on one continent can't ride horses, all the players on another don't do anything to do with construction, etc.). I'm not sure how that would work on another map type though.
Also, can't the AI get generic city names. It makes sense to make the player name their cities, I like that, but the AI could be pre-named. European style civs could have city names based in Latin or Germanic languages, East Asian style cities with Asian sounding names, south American ones with South American style names, etc.