AzraelSorrow
Chieftain
- Joined
- May 5, 2016
- Messages
- 9
Okay, so you can't have 2 on the same tech then? Is there a way I could make it so settlers could embark at the very beginning of the game then?
Okay, so you can't have 2 on the same tech then? Is there a way I could make it so settlers could embark at the very beginning of the game then?
I have version 5.0.9 playing as Australia.
Built the Venetian Arsenal and all my ports now give me 2 ships. Is this intended or is it fixed in other versions?
Thanks.
v6.0.3 features some minor bug fixes and also a fairly major change to how Walls will be handled going forward.
Changes to Walls: The Bedrock System
One of the things I noted about how AIs behave in Rise and Fall is that they can no longer be goaded as easily into building Encampments indirectly by moving the district on the Culture tree. The original intent of the Encampment requirement was to introduce some random-ness in a game with a hopelessly clueless AI. It being the case that...
Oh, an update just the day I already started new gameThank you for work, will watch for feedback.
Minor bug fixes and balance changes to v6 systems.
- When a city is captured in war, any Bedrock in that city is now automatically repaired if it is pillaged. Big thanks to @LeeS for providing the base Lua functions.
- Bedrock now costs 0 Gold Maintenance.
- In text, changed references to "Medieval Walls" to "Castles." The Bedrock, however, is still called "Medieval Bedrock."
- Added an icon for the Bedrock building (it's just a clone of the Lighthouse icon,...
Hey Isau. By using your mod, Arabia cannot build commercial hubs. Does this mean this civilization won't benefit from most, if not all, of the great merchants? Does this also mean that this civilization will never be able to build wonders like Big Ben and Great Zimbabwe?
EDIT: I just looked into your sql file named 'Quo_Civ_Code'. It seems the answer to my question is there. I read the modifications you gave to Arabia. I saw there that you did forbid Arabia from buying Great Merchants since they have no commercial zones. So I assume that Arabia can't also build certain wonders, then? Is this correct?
Arabia is blocked from receiving Great Merchants in any form, similar to how Kongo is blocked from receiving Great Prophets. They can still build Wonders that provide GM points or play Policy cards that would normally provide them, but they will never receive a Merchant for their efforts, just like Kongo can build Stonehenge but won't actually receive a Prophet. In Arabia's case this is mainly because they would have no spot to expend the Merchant in a case where they got one.