Borders not showingYou can paste in https://forums.civfanatics.com/attachments/eucolorborders-zip.629239/ and get the culture borders to show again

Borders not showingYou can paste in https://forums.civfanatics.com/attachments/eucolorborders-zip.629239/ and get the culture borders to show again
Dammknit!!! I knew there would be somethingBorders not showing![]()
This bug is backI think it might not be working as intended, though I like the idea. Once a city reaches the growth point it doesn't reset, so it never stops creating new pops every turn.
WHAT IN ALL THE WORLD!!!!!!!~QThis bug is back
Yeah, I noticed that too. I switched the natives to grow from food again. But I still can't figure out how to get them to buy food - I know I got them to do it in an older version. Thank you for getting me to snap out of watching the Planet of the Ape movies from the 60-70s... Weird stuff, but good to nap to.I play on Epic and by the year 1522 i have a few cities with 4/5 people and the AI has bigger cities as always but i just prefer to go wide...but the thing is in the whole map there is 1 native city with 3 and the rest are all just 1, shouldnt the europeans be outnumbered ??? is this an AI issue or do the natives prefer to make troops instead? Can the native cities be buffed from the start? like starting size tied to food around them! This could force us to value diplomacy or plain agression with the natives making them matter more!
In Assets/XML/Units/CIV4UnitInfos.xml (but also need to change Assets/XML/Units/CIV4ProfessionInfos.xml) under the tag <iGameYearAvailable>. The dates need to match in the two files. Please feel bound to share those files back with me. I was about to go through every single ship and see around what year they were first built... but if you already know these things...How can I edit the date which experts becomes buyable and available as immigrants?
Excellent work! You are a Christian and a Scholar! my father would always say... to my debauched cousin who dropped out of collegeMy Suggestions
Early Reform (1520)
Middle Reform (1592)
- Galleon – development of the carrack. Associated with the Age of Discovery, so I’d make it available in 1520.
- Rangers – 1520 (they’re just a bit too strong if you get them from a goody hut event at the very start).
- Frigate – 1520.
- Caravella Redonda – the early caravel should be able to sail up major rivers.
- Fluyt (dutch get one early)
- Privateer
Late Reform (1648)
- Sloop
- Schooner
- Corvette
- Merchantman
- Brigantine
- Slave Barque
Also, level three buildings should not be buildable until… let’s say 1648. And immigrants should require more crosses in the early game. There should also be a ban on exporting finished goods to Europe until you bribe the King.
- Line Infantry (shouldn’t really be producible in the colonies, only obtainable via events).
- Continental Guard
- Brig-of-War
- Hessian
- West Indiaman
- SoL
I second that as well!My Suggestions
Also, level three buildings should not be buildable until… let’s say 1648. And immigrants should require more crosses in the early game. There should also be a ban on exporting finished goods to Europe until you bribe the King.
What I once contemplated was some sort of "private enterprise factor."Your mod makes the game much harder and more balanced – and also much more enjoyable! However, I still think it needs some kind of diminishing returns mechanic to prevent the snowball effect. For example, corruption based on the number of settlements and citizens. Perhaps in the form of an additional internal tax, separate from the royal tax. Or by using a civic system similar to what we saw in Civ4. But great work!
I need to get to thinking out loud to understand what you mean exactly. I have thought about separating out what yields are available for the domestic market and what goes to warehouse; so maybe your suggestion would end up doing that?What I once contemplated was some sort of "private enterprise factor."
Basically, instead of the domestic market still producing a fair share of gold by directly selling goods from 'our' inventory, we'd only get a share of yields from what is being produced, the rest being traded / stashed away directly by the 'proprietors', that is some free citizen that's been squatting a plot for long enough. The factor should definitely depend on liberty bells, too.
I'm just thinking out loud, but I reckon it could be coded as some sort of "domestic market, within the domestic market" method.
Another thing I wondered about: In January your code didn't compile. Can you tell me what the error was, ramstormp?
Someone requested a punishment on "going wide", so I tried to do that in a quick, lazy way without the ability to exactly foretell how life might end up with 60 colonies other than 'I guess they will have to school a bunch of judges and preachers before they head too far west'. My aim would be more towards a balance where you end up filling up max the eastern half of a continent plus a few islands by the 1770s, not the entire thing; but I need help, since I am really not all that good at balancing with a view towards the end of the game (I never reach the end - I always start afresh once boredom kicks in).So this mod is basically hard mode until you decide to roflstomp all the Europeans, at which point it becomes impossible mode, right? Because that's how I usually play my WTP games...
As in, the people who would play this are people who just develop in their tiny little part of the Americas without trying to dominate the continent - because that is already hard to do in a WTP game, and since all the restrictions in PTSD are player-only and you have the no FF race option, that makes me think the style of play you can do in PTSD is limited to turtling on your own. Is that correct?
Ya, maybe the separation of "privatised" goods could happen there in the pipeline. I have entertained this idea for a while now, but admittedly, albeit I've had a look at some sections of the code, I am only superficially familiar with how the domestic market has been implemented. It would be a reasonable feature, I just wonder how to add this without going overboard. A simple subtraction term? Low-key simulation of the social strata within a settlement by modifying and hence individualising the colonists? Another rabbit hole. Maybe I shall make this my modmodmod project: cPTSD.I need to get to thinking out loud to understand what you mean exactly. I have thought about separating out what yields are available for the domestic market and what goes to warehouse; so maybe your suggestion would end up doing that?
Haha, that little c makes such a huge difference - immediately puts me in a state of shock just seeing the word. Beware of the cPTSD woman! Give me someone straight from the trenches, I can handle that.Ya, maybe the separation of "privatised" goods could happen there in the pipeline. I have entertained this idea for a while now, but admittedly, albeit I've had a look at some sections of the code, I am only superficially familiar with how the domestic market has been implemented. It would be a reasonable feature, I just wonder how to add this without going overboard. A simple subtraction term? Low-key simulation of the social strata within a settlement by modifying and hence individualising the colonists? Another rabbit hole. Maybe I shall make this my modmodmod project: cPTSD.