[MOD][WARLORDS] ViSa Modpack

TAfirehawk said:
That is a highly guarded secret with keldath and mrgenie :)

Aww, don't make us guess. I'm gonna say it comes from two words... Visual Sacrifice? Vintage Sarcophagus? Viral Sarcasm? Video Salt? Wait, this doesn't have anything to do with credit cards does it? :p

So far no problems with the latest patch. :goodjob:
 
Where is the patch to upgrade to 2.1?

I downloaded the full 2.0 version to do a full reload and downloaded the 2.0 patch from the VISA site. I don't see any patch indicating 2.1???

BTW, I love this mod, excellent. I came across this when it was mentioned on the main page. This is what Civ 4 should be when it is released! Thanks.:goodjob:
 
Hmm, when i am playing sometimes during turns to turns it takes ages to load and i'm only arround 500AD... It can't be my computer, i have a new gaming one... Anywayz!

ViSa is the #1 pack for Civ!
 
cant wait for the gentic era will there be units, wonder buildings etc. to go with it
 
Ronnoc said:
Where is the patch to upgrade to 2.1?

I downloaded the full 2.0 version to do a full reload and downloaded the 2.0 patch from the VISA site. I don't see any patch indicating 2.1???

BTW, I love this mod, excellent. I came across this when it was mentioned on the main page. This is what Civ 4 should be when it is released! Thanks.:goodjob:

Use the link that says v2.10 in the first post :crazyeye:

And you can install from v1.20 full too.
 
Donkey Puncher said:
cant wait for the gentic era will there be units, wonder buildings etc. to go with it

keldath has done all that...not sure on the details but we are including most all of the Genetic Era...

Main thing we will not do is all of the water cities...a few is fine but not an entire ocean of cities like is on land.
 
What about adding Eusubius World Religion mod to ViSa... It would be fun to make the religions more important!
 
AlexTheTall said:
What about adding Eusubius World Religion mod to ViSa... It would be fun to make the religions more important!

Quite simply... No.

We have discussed it and some of us are just totally turned off by all the changes....maybe we could add some of it but even with all we have done in ViSa we try to not steer too far from the 'Firaxis Civ Feel' and in my opinion that mod would go way too far. I am sure people enjoy it but that is just not the vision of ViSa right now.
 
Suggestion: Rough draft of an aquatic harvesting refinery

Essentially an advanced sea farm/processing factory, a step up from the oyster/fish farms of today, not only using organic sea life for food but also mineral concentration e.g. gold and mercury extraction from water, near future

Ideas for balancing: need an increase in cost, requirement of power, and possibly more tech and building requirements e.g. nanotech.

Spoiler :
Code:
	<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_AQUATIC_HARVESTER</BuildingClass>
			<Type>BUILDING_AQUATIC_HARVESTER</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_LIGHTHOUSE</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIGHTHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LIGHTHOUSE_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_LIGHTHOUSE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_CELLULAR_BIOLOGY</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<HappinessTraits/>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>1</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<bDiploVote>0</bDiploVote>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>260</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>10</iMinAreaSize>
			<iConquestProb>66</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iAsset>3</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges>
				<iYield>1</iYield>
				<iYield>1</iYield>
				<iYield>1</iYield>
			</SeaPlotYieldChanges>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_LIGHTHOUSE</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
 
seady said:
Suggestion: Rough draft of an aquatic harvesting refinery

Essentially an advanced sea farm/processing factory, a step up from the oyster/fish farms of today, not only using organic sea life for food but also mineral concentration e.g. gold and mercury extraction from water, near future

Ideas for balancing: need an increase in cost, requirement of power, and possibly more tech and building requirements e.g. nanotech.

Spoiler :
Code:
	<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_AQUATIC_HARVESTER</BuildingClass>
			<Type>BUILDING_AQUATIC_HARVESTER</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_LIGHTHOUSE</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIGHTHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LIGHTHOUSE_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_LIGHTHOUSE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_CELLULAR_BIOLOGY</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			<HappinessTraits/>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>1</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<bDiploVote>0</bDiploVote>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>260</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>10</iMinAreaSize>
			<iConquestProb>66</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iAsset>3</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges>
				<iYield>1</iYield>
				<iYield>1</iYield>
				<iYield>1</iYield>
			</SeaPlotYieldChanges>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_LIGHTHOUSE</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>

We could look at that after the Genetic Era...although it may be a better suggestion in their thread :)
 
The new advisors are amazing! Fantastic work!

3 city radius is working well; i noticed the AI tends to build cities in the wrong spot though, 1 square in from the ocean so it can't use the water but has poor quality terrain in it's radius as a result.

Also making 'canals' (cities that connect two oceans that are separated by a strip of land, e.g. suez, panama) is harder and it would be nice if it was possible to do some worker action to build a canal to let sea vessels pass???

Still in trireme days but having fun. Thanks guys!
 
TAfirehawk said:
We could look at that after the Genetic Era...although it may be a better suggestion in their thread :)

I haven't seen a lot of action in that group for a while so i am not sure if they are busy or what but i gave that a go and also suggested a few ideas. I think it would also give a health bonus as biotech organisms can clean up pollutants, recycle sewage etc etc. <iCost>360</iCost> might be about right, or even more, to balance up the cost/benefit.

I was reading that they think fish are becoming so polluted with mercury that it's getting to the point where they might have to recommend pregnant women don't eat them; i assume it's the mercury being dumped into the waterways from gold refining etc that causes the problem.

Genetic engineered organisms (micro or macro) could concentrate trace metals etc to remove them from water and re-use in industry.
 
d/l the 2.1_patch, manually extraced onto 2.0_full, and so far, so good :)

one very minor bug caght my eye: the free shylon & landsknecht (from tech discovery) both show as hot pink figures when moving. like i said, no big, but verrrry eye-catching

also, loving the enhanced advisors. why couldn't firaxis think of something that good?
 
seady said:
i noticed the AI tends to build cities in the wrong spot though, 1 square in from the ocean so it can't use the water but has poor quality terrain in it's radius as a result.

I believe that Blake's new AI mod will solve thw wrong spot settling :)
(which will be in ViSa in the next step, I hear)
 
I'm using Blakes with current version of Visa and it's working fine as an modification of Visa 2.1 (nor seeing any CTDs - AI's placing cities in good places and so far which is interesting( at 1550 and with grenadiers but not infantry ) and plenty of workers not seeing too much of a slow down.
Will report back when I get really into the worker intensive era.
 
Below is a list of what I understand to be the Visa resources. I was thinking of trying to use a map editor to place them. I was thinking of trying to set up monopolies, so that people would have to trade. I was hoping to get them in rough geographical locations but my geography is terrible and i really know nothing of europe. If anyone can think of where to put the resources i don't know, or wants to correct what i have, please post.

Spoiler :
<Type>BONUS_OLIVES</Type>
greece
<Type>BONUS_COTTON</Type>
north america?
<Type>BONUS_TOBACCO</Type>
north america?
<Type>BONUS_CANNABIS</Type>
france
<Type>BONUS_SALT</Type>
siberia
<Type>BONUS_POTATO</Type>
south america?
<Type>BONUS_COFFEE</Type>
south america?
<Type>BONUS_SULPHUR</Type>
no idea, they actually use it to refine it from human waste!
<Type>BONUS_PEARLS</Type>
japan?
<Type>BONUS_LEMON</Type>
??? somewhere cold
<Type>BONUS_RUBBER</Type>
south america
<Type>BONUS_BARLEY</Type>
????
<Type>BONUS_NATURAL_GAS</Type>
north russia, in the icy bit
<Type>BONUS_ANCIENTTEMPLE</Type>
rome, greece, asia, indonesia
<Type>BONUS_LOSTCIV</Type>
???
 
seady said:
Below is a list of what I understand to be the Visa resources. I was thinking of trying to use a map editor to place them. I was thinking of trying to set up monopolies, so that people would have to trade. I was hoping to get them in rough geographical locations but my geography is terrible and i really know nothing of europe. If anyone can think of where to put the resources i don't know, or wants to correct what i have, please post.

Spoiler :
<Type>BONUS_OLIVES</Type>
greece
<Type>BONUS_COTTON</Type>
north america?
<Type>BONUS_TOBACCO</Type>
north america?
<Type>BONUS_CANNABIS</Type>
france
<Type>BONUS_SALT</Type>
siberia
<Type>BONUS_POTATO</Type>
south america?
<Type>BONUS_COFFEE</Type>
south america?
<Type>BONUS_SULPHUR</Type>
no idea, they actually use it to refine it from human waste!
<Type>BONUS_PEARLS</Type>
japan?
<Type>BONUS_LEMON</Type>
??? somewhere cold
<Type>BONUS_RUBBER</Type>
south america
<Type>BONUS_BARLEY</Type>
????
<Type>BONUS_NATURAL_GAS</Type>
north russia, in the icy bit
<Type>BONUS_ANCIENTTEMPLE</Type>
rome, greece, asia, indonesia
<Type>BONUS_LOSTCIV</Type>
???

Got a couple of suggestions

Spoiler :

<Type>BONUS_COFFEE</Type>
south america? -> africa, coffee originated in what is now ethopia, check this

<Type>BONUS_SULPHUR</Type>
no idea, they actually use it to refine it from human waste! -> according to this article sulphur occurs naturally all over

<Type>BONUS_NATURAL_GAS</Type>
north russia, in the icy bit -> natural gas is found in conjuction with oil, so, middle east, siberia, alaska, s. america, etc.

<Type>BONUS_LOSTCIV</Type>
??? -> africa, amazon, indonesia...


when in doubt, Google it!
 
Trouble with google is information overload, whereas if someone in Canada says "we have sulphur deposits", it gives me a starting point. For example i know Australia has loads of uranium, which our Beloved Leader is trying to process into 'fuel' as quickly as possible. It also has coal and aluminium. And desert.

[offtopic] (Ramble alert! skip rest of post!)

Spoiler :

Essentially it's a desert with a wettish bit around the edges, currently drying out. Our Beloved Leader has assured us this has nothing to do with Global Warming, as this is not happening, and if it was, would be too expensive to do anything about, unless we processed lots and lots of Uranium.

The wettish bit also has lots of poisonous spiders :run: , which might well count as a resource as you could stuff them into boxes and catapult them into enemy strongholds.

Apart from that, Australia has stuff all. It's the oldest continent on the planet (or so i vaguely recall, don't know how antarctica fits in) and frankly, it's worn out. About due for recycling into magma if the sun wasn't going to explode and wreck everything.
 
Playing with Visa 2.1. It goes very smoothly on the new Earth standard map (with Blade AI in Customassets).

Then, I got two G-Doctors (in about 300 turns), and various GP.

Then, pops up none less than "Sevo@civfanatics" !!!!

OMG:crazyeye:

Now, who else is in there?

The mod is running without a single glitch - 3-radius and RomanRoads is just fine.

I also like than captured barb (and other civs) cities do not immediately grow big, but take a while to do so.

Congratulations to the ViSa team:goodjob:
 
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