• Civ7 is already available! Happy playing :).

[MOD] CivMore

maleen said:
Great work, this.
Would have been greater if you can add new resources as well.

Thanks for the compliment and the suggestion! One step ahead of you, though: I've already put several additional resources in for the next version, with yet more to come (although I am trying to be careful as to not throw off the game balance; don't want to make it too easy to keep your population happy and healthy early on...)!

Keep the feedback coming!
 
Pegasos said:
I got my civics ready, but don´t know how to get files to fitch... can some1 help? :cringe:

To attach a file, you'll need to click on the paperclip icon/button above the text area on the reply page (you'll need to use the advanced reply; the quick reply does not have the option).

For more details and other options see this thread.

What are some of the specifics of your civics suggestions?
 
surferjmb7 said:
OOPPS! found the zip file, played all nite! Great mod!!!!Thanks!! ps. i meant it just locked up the mod!

Glad the file worked all right for you and glad you like the mod so far! Ironically, 'playing it all nite' was one of the main things that slowed me down the most with getting this mod out! I'm trying to be a little more disciplined about getting the next release out...
 
fitchn said:
To attach a file, you'll need to click on the paperclip icon/button above the text area on the reply page (you'll need to use the advanced reply; the quick reply does not have the option).

I knew that paperclip thing, but the problem is that I can´t find one!!! :confused::confused::confused:
 
Pegasos said:
I knew that paperclip thing, but the problem is that I can´t find one!!! :confused::confused::confused:

When you click on the
reply.gif
button, there will be a paper clip icon (
attach.gif
) along the top row of icons, right about in the middle of the screen (between the
smilie.gif
and
undo.gif
icons). Click on this, and it will walk you through adding an attachment.
 
Strange, I didn´t see it in there before :lol: Thanks anyway :worship: :worship: :worship: :worship: :worship:

edit: OK, I got them! I put it as a txt file, but it´s pretty easy for you to get it to xml. :crazyeye:

View attachment 121376
 
My critique is more along the lines of categorization and definition versus gameplay mechanics, although I certainly have a few questions otherwise. Okay, maybe it covers all aspects.. whatever. *laughs*


Buildings
  • Art Museum wonderful inclusion, although not sure about the Great Artist req.
  • Boot Camp This seems to me, being former military to be more along the line of a National Wonder than a city building. This is because are much more a national institution than a municipal one. Consider that fact that the US has one bootcamp for each of it's armed forces nationwide, not one in each city. It might also make sense to make a higher set number of barracks for an appropriate level, and even give it a higher than +2 xp per unit trained from that specific location. Want to make sure that it doesn't get too redundant with the Pentagon wonder, but i would look closer at that wonder to see how a better fit might happen.
  • Buddhist Pilgrimage, Christian Pilgrimage et.al. - Is this really a building type? The only manner i can think it might be appropriate is for the religious holy city alone but even then I don't see the necessity since it seems that the holy wonders constructed by Great Prophets seem to take care of this with their coin making abilities. Considering the number of religious buildings available (temple, monastary, cathedral/shupa) I don't understand the necessity.
  • Labor Union I think that Liberalism and Industrialism as a pre-requisites make more sense historical speaking. Corporations shouldn't be a requirement since labor unions have been around in the US for a long time as started by the socialist movements during the major industrialization movements over a hundred years ago.
  • Military Academy Seems redundant to the West Point National Wonder.
  • Mill Redundant to the watermill and windmills
  • Ranch Redundant to pasture and camp improvements and strictly speaking is not a city improvement per se. Name a major city with a ranch downtown? This is just not an urban improvement.
  • Science Museum along the lines of art museum, great inclusion.
  • Sewer System another obvious great inclusion although seems more like a research item than anything else.
  • Stock Exchange redundant to Wall Street national wonder. Not all cities have stock exchanges. However perhaps the alteration of this to a Commodity Exchange would remove this. Still would seem more appropriate as a national wonder or project.
  • Superhighway - inappropriately named IMHO. Renaming Interstate or Freeway system might seem better and remove confusion. My first thought was internet based.

What about something along the lines to a city Wi-Fi with the internet project as a prerequisite? Could be a culture an happiness modifying improvement. Make sense now that you consider that many US cities are researching them and they are definitely a municipal possibility. (Chicago, San Francisco, etc).

Wonders
  • Cure For Cancer NO Unhealthiness? Seems a little too much IMHO. I mean is all unhealthiness from populations REALLY because of cancer. I think a health bonus would be better utilized.
  • Fort Knox Culture bonus seems a bit high for something that the general populace would never have access to. Does a big storage vault really have as much culture ability as the Eiffel Tower, Hanging Gardens, etc?
  • Knights Templar Instead of Guilds, Banking should be a requirement since the Knights instituted the first banking systems in Europe during the Crusades. It's only one more tech step, so it doesn't change the timeline too drastically. The culture bonus is a bit high for a military wonder IMO, but the GPP makes sense.
  • Leonardo's Workshop - just don't seem a necessity. Seems redundant to the actual workshop improvement and while I sense the connection to Da Vinci, I think the Great Scientist or Artist ablities take this into consideration.
  • Sun Tzu's Art of War Seems redundant on the Heroic Epic National wonder.
  • The Colosseum Seems to me that it should only give bonuses if Slavery is a civic. Of course I have no idea if you can attach bonuses like that to Civics.. *shrug*
  • The Great Wall In order to be balanced, first off it needs to be rather expensive. As seems that Construction would be a better balanced choice than simple Masonry for a requisite. To allow free walls to every city after a second level research item is just horribly unbalanced. Let's look on a historical sense. According to the tech tree, you have Stonehenge (2950 BC), Great Pyramid (2560 BC), and Parthenon (432 BC) at this level. The Great Wall was completed in 214 BC in RL so wouldn't it makes sense to delay it until the Construction research item as to keep a sense of balance and realism?

Specialists
  • Great General, Sergeant - I don't understand the necessity of these especially with the promotion system already in place.


Civics
  • Shamanism Hate to do this, but this is nearly the same as the Paganism religious civic. They go absolutely, without a doubt, hand in hand so this inclusion does not make sense.



You have some great ideas, but i would be cautious in some areas not to be so redundant in your scope and think of how RL institutions are in a historical sense. It would not only make your job easier in the designing of the mod to par down some of these, but would also help maintain a better balance in the game. Overall though there are so cool additions and alterations. I look forward to seeing the mod as it is developed further.
 
Uhm I just played your mod on the OCC but then something curios happend to me... Religious victory. Now I see that I is a new victory type that you implemented, but how does one go about winning religious victory? I replayed the last 5 turns like 3 times and I just don't get the prerequisites! other than that: Great mod wonderful, although the temple of arthiems thing think about it if you combine it with a grannary and slavery! oh and I get the feeling that the mod is swamped by the new wonders.
cheers
 
I am just half way through my first game with this mod. Great so far.

a few comment:

* Shamanism Hate to do this, but this is nearly the same as the Paganism religious civic. They go absolutely, without a doubt, hand in hand so this inclusion does not make sense.

I find them quite different. Shamanism gives you faster prodution of units, but stall city growth. I think it's a nice civic, because it has it's pros and cons.

I like that lots of the new civics has pros and cons. It's more realistic.

Labor Union I think that Liberalism and Industrialism as a pre-requisites make more sense historical speaking. Corporations shouldn't be a requirement since labor unions have been around in the US for a long time as started by the socialist movements during the major industrialization movements over a hundred years ago.

I can't remember the prerequest. But in my opinion liberalism and labour union is not that coherent. In Europe Labour Union came with socialism, marxism and communism.

Sewer System another obvious great inclusion although seems more like a research item than anything else.

To build a sewer requires lots of work. If thats not a city improvement, what them?

Regarding names of the building, units etc. Well, as long as they are there and works.
 
Dane said:
I find them quite different. Shamanism gives you faster prodution of units, but stall city growth. I think it's a nice civic, because it has it's pros and cons.

I apologize I should have been more specific. In real life, on a historical basis, Shamanism is a religious aspect that was related to and very similar to Paganism. It was simply the aspect of the actually pagan holy person within the larger scope of the religious basis. Paganism, Animism, Shamanism are all interelated aspects of the very similar spiritality systems that predated organized religions used in the game.

Dane said:
I can't remember the prerequest. But in my opinion liberalism and labour union is not that coherent. In Europe Labour Union came with socialism, marxism and communism.

Labor unions have an early history in the Americas even during the late 1600s and organized workers were an important of the Revolutionary resistance forces and our Declaration of Independence was actually drafted and signed inside of Carpenters Hall... a labor union building. Of course, as you are pointing out this is from an European influence. Socialists and anarchist factions are responsible for the movements throughout Europe in the 1800s.

My feeling was that since there was unfortunately no socialism tech between liberalism and communism, that liberalism might make better sense. It is simply a case that all countries that have labor unions are not Communists. Liberalism would make much more sense in that instance as seen in a realistic and historical sense. Labor unions were around well before any socialist or communist states.

Dane said:
To build a sewer requires lots of work. If thats not a city improvement, what them?
I guess I am thinking of this more along the lines of what needs to be visible in the city view versus what is unseen. It also seems to me to be more of a technological improvement than anything else that came on the tails of the industrialized worlds needs due to population increases, waste production and lack of sanitation. Technically I suppose it could go either way and it is certainly helpful since no new graphic would ever need to be developed.
 
I can't seem to download this mod,is the link down or is working for others? Can't wait to try this one out.
 
Pegasos said:
Strange, I didn´t see it in there before :lol: Thanks anyway :worship: :worship: :worship: :worship: :worship:

edit: OK, I got them! I put it as a txt file, but it´s pretty easy for you to get it to xml. :crazyeye:

View attachment 121376

I got your file, but I haven't had a chance to look at it yet... I'll let you know as soon as I do. Thanks.
 
zinferno said:
My critique is more along the lines of categorization and definition versus gameplay mechanics, although I certainly have a few questions otherwise. Okay, maybe it covers all aspects.. whatever. *laughs*
First of all, thanks for the feedback! This is exacty the kind of suggestions/critisisms/etc. that I am looking for. You obviously put a fair amount of time and thought into your post, and it is much appreciated! Now on to the specifics...

Art Museum wonderful inclusion, although not sure about the Great Artist req.
I added a fifth ability for each of the Great People; the Art Museum was a logical choice, as it fits under the 'Artist' heading and is typically something that is started by someone that would be passionate about art, and not simply exist in every/any city.

Boot Camp This seems to me, being former military to be more along the line of a National Wonder than a city building. This is because are much more a national institution than a municipal one. Consider that fact that the US has one bootcamp for each of it's armed forces nationwide, not one in each city. It might also make sense to make a higher set number of barracks for an appropriate level, and even give it a higher than +2 xp per unit trained from that specific location. Want to make sure that it doesn't get too redundant with the Pentagon wonder, but i would look closer at that wonder to see how a better fit might happen.
As it stands right now, the Boot Camp requires 2 barracks to build; I myself wasn't quite sure if this was enough, either. I didn't want to go so far as to make it a national wonder though, as this didn't quite seem enough (and would become too similar to the West Point wonder). I'll go ahead and up it to require 4 barracks. Does upping it to 3xp sound fair? I don't think that it is redundant to the Pentagon (or any other building that gives XP) as the benefits can either be stacked or spread out to each of the cities, providing another layer of strategy.

Buddhist Pilgrimage, Christian Pilgrimage et.al. - Is this really a building type? The only manner i can think it might be appropriate is for the religious holy city alone but even then I don't see the necessity since it seems that the holy wonders constructed by Great Prophets seem to take care of this with their coin making abilities. Considering the number of religious buildings available (temple, monastary, cathedral/shupa) I don't understand the necessity.
As with the Art Museum, the Pilgrimages are intended to serve as a fifth ability for the Great Prophet. It effectively turns the Great Prophet into a super-missionary: as long as you have the requisite technology, they can convert any city of any civ (including ones that you do not have open borders with) to any religion without fail! As a side effect, it allows you to spread a religion that you did not found. Additionally, the Pilgrimage slowly spreads the religion to nearby cities. This can be even more useful if you're going after the new religious victory. I've also got some ideas for some religious-specific wonders that I haven't yet implemented that will make this even more important (more details on those later...)

Labor Union I think that Liberalism and Industrialism as a pre-requisites make more sense historical speaking. Corporations shouldn't be a requirement since labor unions have been around in the US for a long time as started by the socialist movements during the major industrialization movements over a hundred years ago.
Honestly, I'm not to particularly happy with the name of this building; I knew what I wanted the Great Engineer's fifth ability to be, but I didn't know what to call it that would fit; Labor Union was all I could come up with. I'm going to stick with it for now until I get a better idea. As far as the tech prereq's are considered, I have no problem changing them. However, you mention that the Labor Union should be available before Corporation, yet (in the Civ IV tech tree, anyway), industrialism comes significantly later... which do you think I should go with?

Military Academy Seems redundant to the West Point National Wonder.
As with several of the other things mentioned, the Military academy is the Great General's fifth ability. It is not redundent to West point, though, as it has different requisites (Great General vs. Level 5 Unit) and provides a different bonus (+3 XP and +25% military unit production). Additionally, it can be stacked with West Point to provide an even bigger boost.

Mill Redundant to the watermill and windmills
I added the Mill for two reasons: to provide a mid-game building to boost production, and to provide a second use for the strategic resources in the game (and take advantage of this unused mechanic in the XML files); without this building, most of the resources are either redundant (eg, you only need bronze or iron to build swordsman) or obsolete rather quickly (eg, horse). As with the Labor Union, the name is the only thing that seamed to fit. I'm opened to suggestions for other buildings that would fit...

Ranch Redundant to pasture and camp improvements and strictly speaking is not a city improvement per se. Name a major city with a ranch downtown? This is just not an urban improvement.
Same deal as with the Mill... I'm open to suggestions for something else to call it...

Science Museum along the lines of art museum, great inclusion.
Same deal as with the Art Museum; it serves as the fifth ability of the Great Scientist.

Sewer System another obvious great inclusion although seems more like a research item than anything else.
This one I took directly from Civ II, in which it served a similar purpose. Research or not, it would still need to be constructed in each of the cities; the research aspect is represented by the ability to build it.

Stock Exchange redundant to Wall Street national wonder. Not all cities have stock exchanges. However perhaps the alteration of this to a Commodity Exchange would remove this. Still would seem more appropriate as a national wonder or project.
Yet another building that was to serve as the fifth ability for a Great Person (in this case, the Great Merchant). I was kind of conflicted as to the name as well, since it is similar to the Wall Street in form and function (in the game and in RL); in a similar manner to the sewer system, I took the name and function directly from Civ II and Civ III. I prefer your idea of naming it a Commodity Exchange, though; this also seems to fit the Merchant persona better... Thanks!

Superhighway - inappropriately named IMHO. Renaming Interstate or Freeway system might seem better and remove confusion. My first thought was internet based.
Another building that I took directly from Civ II (in Civ II, it provided +1 trade/commerce on each road/railroad). I could easily rename it to interstate or freeway though, as these both convey the same thing... any thoughts on this?

What about something along the lines to a city Wi-Fi with the internet project as a prerequisite? Could be a culture an happiness modifying improvement. Make sense now that you consider that many US cities are researching them and they are definitely a municipal possibility. (Chicago, San Francisco, etc).
Interesting idea... how would you suggest that this one be implemented? My main concern is that it would make science research too cheap... especially in conjunction with a few of the other wonders that I am intending to add in (more details on these later).

Cure For Cancer NO Unhealthiness? Seems a little too much IMHO. I mean is all unhealthiness from populations REALLY because of cancer. I think a health bonus would be better utilized.
GrinningSatyr had the same thoughts in his post, earlier (on page 2). I've already got a plan laid out to resolve this balance issue, and make it mirror RL a little better...

Fort Knox Culture bonus seems a bit high for something that the general populace would never have access to. Does a big storage vault really have as much culture ability as the Eiffel Tower, Hanging Gardens, etc?
Conceeded. I will reduce the culture to 4. Although, Fort Knox was/is significantly more than just a storage vault; it consists of over 3800 buildings, including the U.S. Armor Armory Center, the U.S. Army Armor School, the U.S. Army Recruiting Command and the Patton Museum of Cavalry and Armor (see http://en.wikipedia.org/wiki/Fort_Knox). I really wanted to have this wonder only provide a gold boost to the Sergeant specialist, but the XML files don't allow for this...

Knights Templar Instead of Guilds, Banking should be a requirement since the Knights instituted the first banking systems in Europe during the Crusades. It's only one more tech step, so it doesn't change the timeline too drastically. The culture bonus is a bit high for a military wonder IMO, but the GPP makes sense.
I took this wonder right out of C3:C, including it's starting tech. I could easily change move it to banking, but to me it seems to fit better with the same tech that allows knights. (Note: this is one of the wonders that will eventually be a religious-specific wonder)

Leonardo's Workshop - just don't seem a necessity. Seems redundant to the actual workshop improvement and while I sense the connection to Da Vinci, I think the Great Scientist or Artist ablities take this into consideration.
Again, I took this wonder right from Civ II and Civ III (although I had to change the function, as the XML doesn't allow for the same mechanics). It serves a completely different purpose than the workshop improvement, and is a particular workshop of great significance; I also don't see it as being any more redundant by name than the already-existing Globe Theatre National Wonder is to the Theatre Building. As with everything else though, I appreciate your feedback and I am open to suggestions... does anyone else have any thoughts about this...?

Sun Tzu's Art of War Seems redundant on the Heroic Epic National wonder.
Yet another Wonder that was inspired by Civ II and Civ III. However, this wonder provides a different bonus than that of the Heroic Epic. True, you could use the XP from the Heroic Epic to give your unit the Drill I promotion, but in a city that gives a unit a fair amount of XP, your 3rd promotion requires 5XP, and your fourth one requires 7XP... this free promotion doesn't add to this scale.

The Colosseum Seems to me that it should only give bonuses if Slavery is a civic. Of course I have no idea if you can attach bonuses like that to Civics.. *shrug*
To my knowledge, this is not possible (at least, not without python, which I am trying to stay away from as the AI cannot anticipate such code changes).

The Great Wall In order to be balanced, first off it needs to be rather expensive. As seems that Construction would be a better balanced choice than simple Masonry for a requisite. To allow free walls to every city after a second level research item is just horribly unbalanced. Let's look on a historical sense. According to the tech tree, you have Stonehenge (2950 BC), Great Pyramid (2560 BC), and Parthenon (432 BC) at this level. The Great Wall was completed in 214 BC in RL so wouldn't it makes sense to delay it until the Construction research item as to keep a sense of balance and realism?
Still another wonder that I took directly from Civ I, II, and III (in which all of them had the Great Wall buildable at the same time as the wall). As far as the cost is concerned, I based it on the same cost ratio that was given to the Stonehenge wonder compared to the Obelisk building (ie, 3.5:1). But, since the walls do not obsolete like the obelisks do, I'll go ahead and increase it to, say, 5:1 (making it cost 250 instead). If I where to change the tech that makes it available, what tech would you suggest I move it to?

Great General, Sergeant - I don't understand the necessity of these especially with the promotion system already in place.
First a little background on my thought process here: Each tech, building, and wonder in the game has a flavor assigned to it (gold, growth, science, military, production, culture, and religion); Each of the Great People in the game have the ability to research a tech related to each flavor, with the exception of the military and growth flavors. As such, it seemed fitting to add a Great Person for each of these categories; from this, the Great General and the Great Agriculturalist units were born. The Great General can be upgraded to most any unit (except for naval, mounted, helicoptor, or armor) in the game; when upgraded, the unit retains the quite powerful 'Leadership' promotion (that can only be obtained from a Great General upgrade). This promotion can then be stacked with any other promotions that you choose to give this unit. I am still working out a bug with this unit, though: when the unit is 'born', it does not have any XP from buildings or civics; I may have to add this later through python...

Shamanism Hate to do this, but this is nearly the same as the Paganism religious civic. They go absolutely, without a doubt, hand in hand so this inclusion does not make sense.
I can definitely see where the two might overlap, but so do many other of the civics options (for instance, Universal Suffrage and Emancipation); I also don't see them as being identical, so I'm not too concerned about that aspect. My original concept for Shamanism was intended to be witch doctors and the like, but in all my research 'Shamanism' was the only title that seemed to fit the tense and/or parts of speach of the rest of the civics. Although, As I mentioned in a previous post, I'm not very happy with the way the whole 'Health & Social' civic category turned out... most of them are too similar. I will likely be revisiting them in a future release. Any and all sugestions are welcomed...

You have some great ideas, but i would be cautious in some areas not to be so redundant in your scope and think of how RL institutions are in a historical sense. It would not only make your job easier in the designing of the mod to par down some of these, but would also help maintain a better balance in the game. Overall though there are so cool additions and alterations. I look forward to seeing the mod as it is developed further.
Thanks again for the feedback. I am trying to be careful that I only add things that make sense, aren't redundant, and (most importantly) add a strategic element to the game, without throwing off the balance. I'm hoping that, as I continue to refine the mod (and perhaps bring some more people in on it), I will get plenty of feedback from the community to help keep these points in check. Also, consider yourself added to the credits for the mod for these valuable insights that you have contributed! Thanks again!:goodjob:

Note to all who read this post: this is exactly the kind of feedback that I am looking for! (though, that's not to say that I don't want other types of feedback as well...;))
 
casey1966 said:
I can't seem to download this mod,is the link down or is working for others? Can't wait to try this one out.

FileFront seems to be having some problems today... I noticed they where up and down several times, and the pages still aren't showing right now. When you click on the link for the download, (assuming it still doesn't show up right) try scrolling down to the bottom of the page... for some reason (on my PC anyway) it seems to be showing up there instead of in the main portion of the window. If that doesn't work, I'd give it a little bit of time. If that still doesn't work, I can try to send you the file via e-mail, but most servers won't accept file attachements greater than 2 MB...

(If FileFront continues to have problems, I may have to look into a different place to host the file...)
 
I will keep an eye on it too :mischief:

WARNING : error in "units class infos" file
 
N3pomuk said:
Uhm I just played your mod on the OCC but then something curios happend to me... Religious victory. Now I see that I is a new victory type that you implemented, but how does one go about winning religious victory? I replayed the last 5 turns like 3 times and I just don't get the prerequisites! other than that: Great mod wonderful, although the temple of arthiems thing think about it if you combine it with a grannary and slavery! oh and I get the feeling that the mod is swamped by the new wonders.
cheers

First of all, thanks for the feedback!

In it's current state, the Religious victory is triggered by a religion (of which you own the holy city) spreading to 51% of the world population. However, in order for the condition to be valid at least 51% of the land on the map must fall under any civ's territory. I will likely change the land percentage requirement to 75% in the next version though, as it is sometimes too easy. Beware, though: once multiple religions begin to spread, it can be very difficult to hit the 51% requirement!

As far as the Temple of Artemis is concerned, it's effects do not stack with the granary; I had to put a python script in to cap it at 100% (originally it did stack, which created an interesting anamoly: the city would continue to grow, even when it was starving!). I had not considered the Artemis/Slavery combo, though... you're right, that could be quite powerful... although the happiness penalty from doing this repeatedly could bring the city to a crawl... I'll have to try that strategy and go from there. Thanks for bringing it to my attention.

In regards to your final comment about being swamped with new wonders, to some extent, this was my intention. The idea was that at most any point in the game, there should be at least one or two wonders to choose from. Especially when playing with a lot of civs on a higher difficulty level, there are more portions of the game than not where there aren't many options as to what to build. More options generally means more decisions; more decisions means more strategy; more strategy means more fun (for me, anyway)!

Thanks again for the feedback... Keep it coming!
 
Dane said:
I am just half way through my first game with this mod. Great so far.

a few comment:

...

I find them quite different. Shamanism gives you faster prodution of units, but stall city growth. I think it's a nice civic, because it has it's pros and cons.

I like that lots of the new civics has pros and cons. It's more realistic.

...

I can't remember the prerequest. But in my opinion liberalism and labour union is not that coherent. In Europe Labour Union came with socialism, marxism and communism.

...

To build a sewer requires lots of work. If thats not a city improvement, what them?

Regarding names of the building, units etc. Well, as long as they are there and works.

Thanks for the feedback! I'm glad that you like the mod thus far. I think my responces to zinferno (above) pretty much addresses your comments as well (if there's anything I missed, let me know). It's great to get some other points of view on the subjects. Thanks again.
 
zinferno said:
On Shamanism:
I apologize I should have been more specific. In real life, on a historical basis, Shamanism is a religious aspect that was related to and very similar to Paganism. It was simply the aspect of the actually pagan holy person within the larger scope of the religious basis. Paganism, Animism, Shamanism are all interelated aspects of the very similar spiritality systems that predated organized religions used in the game.
While I've more-or-less addressed this in my other reply, I see your point a little more now. Shamanism was one of those aspects that I added the name based on what I could find that would meet the gameplay element I was looking to add (in this case, an early-game civic that would justify food being diverted towards military production, and one in which the state religion would play a part). Let me know if you can think of anything else that might fit the bill that I can use instead...

On Labor Unions:
Labor unions have an early history in the Americas even during the late 1600s and organized workers were an important of the Revolutionary resistance forces and our Declaration of Independence was actually drafted and signed inside of Carpenters Hall... a labor union building. Of course, as you are pointing out this is from an European influence. Socialists and anarchist factions are responsible for the movements throughout Europe in the 1800s.

My feeling was that since there was unfortunately no socialism tech between liberalism and communism, that liberalism might make better sense. It is simply a case that all countries that have labor unions are not Communists. Liberalism would make much more sense in that instance as seen in a realistic and historical sense. Labor unions were around well before any socialist or communist states.
I'm gleeming two things from your comments here: that you like the Labor Union concept, but that you think it should be moved. As I mentioned earlier, I wasn't too sure about the Labor Union, but if people seem to think that it gets the point accross, I'll leave it in and won't bother to come up with another name for it. As far as the techs are concerned, I'll go ahead and move it to liberalism for the next release and see how it plays out.

On Sewer System:
I guess I am thinking of this more along the lines of what needs to be visible in the city view versus what is unseen. It also seems to me to be more of a technological improvement than anything else that came on the tails of the industrialized worlds needs due to population increases, waste production and lack of sanitation. Technically I suppose it could go either way and it is certainly helpful since no new graphic would ever need to be developed.
I think I pretty much addressed this one in my previous post as well, so I'm not going to bother with a redundant post here...

Thanks again for the feedback! Keep it coming!
 
Lachlan said:
I will keep an eye on it too :mischief:

WARNING : error in "units class infos" file

I think I missed something... what is it that you are keeping your eye on...?:confused:

As far as the error is concerned, I am aware of it... it doesn't affect the gameplay at all though; everything works fine. It is something that I put in in anticipation of the SDK, but I'm going to pull it back out until the SDK is released, whenever that might be...:rolleyes:
 
It is playable even with this error message ?

It's when i launch the mod
 
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