BiteInTheMark will buy them anywayBut I’ve invested so much money in pitchforks to sell for a profit! I’m ruined!
G
BiteInTheMark will buy them anywayBut I’ve invested so much money in pitchforks to sell for a profit! I’m ruined!
G
Anyways, there’s a bug, mea culpa. In the CityHappiness.sql file the tech modifier should be 0.1 not 1.0. My debugging versions were at a .125 and It was a bit more than I wanted, but in my haste to release I put the decimal in the wrong spot. So change that (it’s savegame compatible) and the tech curve will match my projections. I wanted tech to be less important overall for the game, not more important, but it turns out that missing a decimal place on a cubed equation can make a big difference in intentions.![]()
Never installed a mod manually? Mods go in documents/mygames/civ5/mods. You'll want the CBO folder for this.I have no idea where to find the typo, or where to place Enrico's ZIP file. Is it in the VP area, or the "steamapps" area? A roadmap would be much appreciated. Thank you.
Never installed a mod manually? Mods go in documents/mygames/civ5/mods. You'll want the CBO folder for this.
But I’ve invested so much money in pitchforks to sell for a profit! I’m ruined!
G
Those are slaves, they work slower.Improving the land seems rather random, the turns it takes to improve it and it's resources keeps "fluctuating". Is there a reason for this? As can be seen in the screenshot the iron above, takes 9 turns to turn into a mine, and the one I'm currently working on took 15 turns [without forest] from start on standard speed. This happens every game: One plantation takes 6 turns, and another +10 turns.
View attachment 498158
Shouldn't slaves work faster and have no maintenance cost?Those are slaves, they work slower.
They cost nothing, since you capture them. But you need to feed them, otherwise they die.Shouldn't slaves work faster and have no maintenance cost?![]()