Looks like a formatting error in the XML then, make sure that all tags exist and are properly closed. The best way to find the error is usually to undo all changes, and then incrementally readd them while loading the mod between each step.
Files with a settler map value of 90 or more are historical. The settler maps are in CvRhyes.cpp.
Flip zones are a civ's core area. The flip zone for a couple of AI civs is increased which happens in the initBirth() method in RiseAndFall.py.
The most convenient location to stop a spawn is the initBirth() method in RiseAndFall.py. There are a couple of examples already, like Thailand or Byzantium.
There is a method that counts the number of cities of a civ in a specific region, it's used for several UHV goals in Victory.py if you want to look it up.
The vassal limit is hardcoded into the DLL as far as I know.
Are different civs available from the start in your scenario than in the normal 1700AD one?Leo, I have a small problem with my scenario. I don't know where this goes since this is technically not a modmodmod but it's a modified map, so I'm posting this here.
So, just for fun, O finished a scenario I mentioned in the Corrupt-A-Wish thread a very long time ago. However, whenever I open the scenario as any civ that spawns further than Persia, the game just crashes.
One of the many changes is that I put pretty much every civ that exists in the game, alive and well. Is that the cause of the problem? In addition, I made this on 1.11 (that means no SVN). One problem I saw that is caused by this is that I once tried to play as the Byzantines and I saw them with 10000 score (they only have Trebizond in this scenario)
Here's the scenario file.
It should be right at the beginning of the initBirth() method.Can you tell me what exactly was changed in the file ? I'm trying to change it right now but I'm unsure of which line to change in the RiseandFall.py.
Are different civs available from the start in your scenario than in the normal 1700AD one?
Does it replace the 1700AD scenario?