Already so soon after my first module, I give you another module!
Unlike the previous one (Hell Stables) this one is not inspired by any other modmod. Only a sudden inspirational idea of 'Hey, what if the Tower of Eyes was a fort?'
And thus, this module was created.
The Tower itself, has no changes at all, save only the ability for passing units to create a Fort Commander (or relevent replacement UU) just as if it was any other fort.
I had planned to borrow the Culture Control and range from the Citadel of Light, but oddly, it didn't seem to make any difference. So you won't be getting any cultural influence except on the tile the Tower is on.
An interesting side note is that this does not appear to break savegames. You can (in theory) safely load any pre-existing save made without this module, and be suddenly able to claim the Tower of Eyes when it's loaded with it.
Finally, this module has been tested (sort of) with GIR's Elohim Unique events module, and is compatible. (As far as I can see.)
Entries for the Official List of Modules page and RifE forums have been added.
Edit: Yes, I know the launcher reports there being a new version. I made a mistake, and I'm too lazy to fix it right now.
Update: 0.11
XML files cleaned up a bit, made a little rename change to one file.
Tags have been added to provide a BFC (Equivalent of second cultural level for cities) in Culture and Culture control, but as these tags aren't modular (yet) you won't get or see this behaviour.
Update: 0.12
Workaround for the non-working tags found. Wait 30 turns after claiming the Tower of Eyes, and it will become the Tower of Eyes, with the additional culture and culture control radious.
Added known-issues.txt to the module's contents - while the issue(s) in there have not yet been confirmed, they outline potential pitfalls one may encounter.
NOT tested savegame compatibile. Due to XML changes, it's highly possible that it is incompatibile. Keep the 0.10/11 version around just in case it breaks your savegame.
Unlike the previous one (Hell Stables) this one is not inspired by any other modmod. Only a sudden inspirational idea of 'Hey, what if the Tower of Eyes was a fort?'
And thus, this module was created.
The Tower itself, has no changes at all, save only the ability for passing units to create a Fort Commander (or relevent replacement UU) just as if it was any other fort.
I had planned to borrow the Culture Control and range from the Citadel of Light, but oddly, it didn't seem to make any difference. So you won't be getting any cultural influence except on the tile the Tower is on.
An interesting side note is that this does not appear to break savegames. You can (in theory) safely load any pre-existing save made without this module, and be suddenly able to claim the Tower of Eyes when it's loaded with it.
Finally, this module has been tested (sort of) with GIR's Elohim Unique events module, and is compatible. (As far as I can see.)
Entries for the Official List of Modules page and RifE forums have been added.
Edit: Yes, I know the launcher reports there being a new version. I made a mistake, and I'm too lazy to fix it right now.
Update: 0.11
XML files cleaned up a bit, made a little rename change to one file.
Tags have been added to provide a BFC (Equivalent of second cultural level for cities) in Culture and Culture control, but as these tags aren't modular (yet) you won't get or see this behaviour.
Update: 0.12
Workaround for the non-working tags found. Wait 30 turns after claiming the Tower of Eyes, and it will become the Tower of Eyes, with the additional culture and culture control radious.
Added known-issues.txt to the module's contents - while the issue(s) in there have not yet been confirmed, they outline potential pitfalls one may encounter.
NOT tested savegame compatibile. Due to XML changes, it's highly possible that it is incompatibile. Keep the 0.10/11 version around just in case it breaks your savegame.