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Traveler of the Multiverse
THX! I'll try to do it ASAP45°38'N-13°47'E;14091023 said:Ok, I've changed python code in Foreign Advisor to make it work with your modmod, but you'll need to add in Chronicles_Civic_Reforms_GameText.xml following text
Code:<TEXT> <Tag>TXT_KEY_CIVICOPTION_ABBR_IMMIGRATION</Tag> <English>Immigr</English> </TEXT> <TEXT> <Tag>TXT_KEY_CIVICOPTION_ABBR_LABOR</Tag> <English>Labor</English> </TEXT> <TEXT> <Tag>TXT_KEY_CIVICOPTION_ABBR_MEDIA</Tag> <English>Media</English> </TEXT> <TEXT> <Tag>TXT_KEY_CIVICOPTION_ABBR_STANCE</Tag> <English>Stance</English> </TEXT> <TEXT> <Tag>TXT_KEY_CIVICOPTION_ABBR_TERRITORY</Tag> <English>Territory</English> </TEXT>
For now, it will only display TXT_KEY_CIVICOPTION_ABBR_XXX until you put the above text into your mod.
45°38'N-13°47'E;14084307 said:OK, I'll try the building enabled civic solution and I'll let you know. It's a more elegant solution and you never know if it can be used for something else.
One thing I noticed when testing my modmod: If you set up a non-researchable dummy-tech as the civic pre-requirement the civic will not show up in the civic list, not even after enabling it with FNT For this reason I chose future tech as a requirement.