Wooot!
Testing it now. [updating this post]
*The two new Victory Conditions should not be all caps in startup.
*Add american animals .
*Portugues should switch traits (civ trait first, leader trait second).
*Founded City - text alert pointing on wrong plot (and other achivements ).
*Pirated does not settle in beginning (fist chasing other ships).
*Show more achivements in same page (alot of free space).
All other civs has their civ trait first in the "Play Now".
So are you saying that your central city is not producing enough food (thus storage would normally drop by itself) but you are propping it up with shipments from other cities? And when the wagons dump too much food it causes a citizen growth but then the city starves for the next turn till more food is dumped by the wagons?
A small tweak I would consider a great addition to the game:
When a city reaches 200 food, it generates a new Free Colonist and has its food-supply reduced by 200. I love to build centralized economies, and sometimes this even makes sense strategy-wise. Smaller cities generate a surplus of food and this surplus is shipped to a very large central city that does most of the refinement in my empire, with the added bonus that all newly 'born' free-colonist are generated exactly where they are needed most; in the center of my empire. The problem is that with the enormous amounts of food that are consumed in the central city, almost every growth is accompanied with starvation the next turn, forcing workers out of their jobs. I now have to keep some extra food stashed in a wagon train to prevent this from happening, but a much more sensible solution would be to increase the food-threshold of growth to for instance 250. Then, when the city generates a new Free Colonist, costing 200 food, 50 food is left to survive a turn or two before new food arrives from the surrounding cities.
Would it be possible to include this in your mod, that already incorporates so many things that are missing from this game?
I am just being a novise python programmer so i might be wrong, but i think this can be made by changing the cvcity.cpp - dogrowth to include an additional requirement that getFood() >= (growthThreshold() - foodDifference() times something) if foodDifference() is negative.
Sorry that i cannot give a suggestion on the code but at the moment i think good programmers in a whim could do it better than me.
Would this work?
Tboy (and anyone else experiencing the purple achievement screens):
I had an incorrect file path in Civ4AchieveInfo.xml file in for about two hours yesterday (I have already updated the download file).
If you're experiencing the purple pictures, replace Civ4AchieveInfos.xml in \Mods\AgeOfDiscoveryII\Assets\XML\Events\ with the one in the attached zip file.
Tried it last night. Good to see the new update. Things I noticed that were out of kilter:
* Starting screen (just before you begin) only describes your goal in terms of revolution.
* The Sail - East and Sail - West seem counterintuitive. It might be better if they read (Sail to the Atlantic and Sail to the Pacific) You might also want to change the icon, so that the arrow on the Sail to Atlantic points to the left (as is now), but the Sail to the Pacific points right.
* Love the Achievements but I'm sure we can find a better picture of a church or symbolic of tools. How about http://www.angel-art-house.com/oil_...t_Theodore/The_Blacksmiths_Signboard_1814.htm or http://www.paintingall.com/product.php?productid=15793 for a blacksmith, for instance.