ambrox62
Emperor
- Joined
- Mar 24, 2005
- Messages
- 1,294
I found these while browsing the internet the other day, do you think they would work for the pictures?
I'm really surprise about the pictures.
I consider them absolutely awesome!

I found these while browsing the internet the other day, do you think they would work for the pictures?
Set B. Consistency is key, and they look the best together.
<GameData>
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
<BuildingClassType>BUILDINGCLASS_ARTEMIS</BuildingClassType>
<BuildingType/>
</Row>
<Row>
<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
<BuildingClassType>BUILDINGCLASS_ARTEMIS</BuildingClassType>
<BuildingType/>
</Row>
<Row>
<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
<BuildingClassType>BUILDINGCLASS_MAUSOLEUM</BuildingClassType>
<BuildingType/>
</Row>
<Row>
<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
<BuildingClassType>BUILDINGCLASS_MAUSOLEUM</BuildingClassType>
<BuildingType/>
</Row>
<Row>
<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
<BuildingClassType>BUILDINGCLASS_ZEUS</BuildingClassType>
<BuildingType/>
</Row>
<Row>
<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
<BuildingClassType>BUILDINGCLASS_ZEUS</BuildingClassType>
<BuildingType/>
</Row>
</Civilization_BuildingClassOverrides>
</GameData>
Asking permission to use your mods in a new CCMAT build.
I noticed that with v3 of your mod, there are multiple tech requirements for Wonders, but those do not seem to work. I can still build the Lighthouse wonder before Masonry for example.