@TheBirdMan stop confusing people!"Trireme" is the old name of a unit class that is now called "Galley" (I tried moving from culture-specific to more neutral names). The text is just a remnant of that; I'll fix the mention.
Only if you turn map warping off, IIRC. Or just don't zoom out that much - I don't recall the last time I actually saw the globe view when playing.Is there a way to turn off Globe View after the map has been centered? I'm debating whether to play on 3:2 or 2:1 ratio maps and my main objection with the former is that the "Earth" looks like a big egg.
It's kind of the "default" option. It's a civic that works well unless you have a specific thing you need to cover with something else. Its "advantage" is its lack of disadvantages, basically. Or think of it as a "big empire with decent economy" niche. The "problem" with lower upkeep costs and higher happiness is more psychological than real - they don't register as something "special", even though Monarchy is in many cases the best choice for a particular situation.On another topic : I'm slowly working my way in the Middle Age and I can't help but notice that Monarchy seems a bit... lackluster ?
I had the same type of problem fumbling 'round between those names when I started to mod a little of my own - until I in the xml-codes found that the Trireme had to be the shiptype I in the game itself knew as the Galley......Okay, that explains it better, as I was confused as hell reading Thebird screenshot and trying to understand where the reference to Trirems was >_<"
You mean map wrapping? And yeah, "you control what buttons you press", I get itOnly if you turn map warping off, IIRC. Or just don't zoom out that much - I don't recall the last time I actually saw the globe view when playing.
The "problem" with lower upkeep costs and higher happiness is more psychological than real - they don't register as something "special", even though Monarchy is in many cases the best choice for a particular situation.
Interesting. Are you able to reproduce it on a consistent basis?Another not very important, but still very odd bugI am playing a CUSTOM game with Egypt, everything is fine. I just decided to check Egyptian starting position in Huge World Map scenario (I am going to play Worldmap scenario with them afterwards). Done, I just opened the scenario, and quited not even playing a turn. But after loading my custom game I noticed that tech cost became much higher, now it includes ahead of time penalty, even if I was playing with this option off. I reloaded several times, the problem persisted. But the problem is solved after restarting the Civ4
P.S. And it wasn’t even a “normal” ahead of time penalty due to actually being ahead of time - it was showing +300% penalty, even if the technology I am researching corresponds to its historical timeline.
This is by design. It's supposed to have strictly no advantages over having proper artillery. It's a stopgap unit to prevent civs in question from ridiculously reverting to trebuchets if they have no industrial resources.I was going over the stats for the Mortar and I think the Cost needs a nerf. When you consider that it can only be upgraded to the same tech Light Artillery or Heavy Artillery and costs the same as the Light Artillery to produce. But over all much worse than the Light Artillery. I understand the it can be made without the Artillery resource, but still it should be cheaper to produce a unit than the Light Artillery. Especially since you will have to pay to upgrade it to the other types of Artillery once you get the resource.
I guess so, I can check it again. Maybe it has something to do with the fact that I was using the same civilization and the same leaderInteresting. Are you able to reproduce it on a consistent basis?
Asking because I can't reproduce that. I'll need a more detailed instruction if you can.I guess so, I can check it again. Maybe it has something to do with the fact that I was using the same civilization and the same leader
No.Can you combine this mod with another, what mods are compatible with it? Thinking of Next War for example to add a futuristic setting after a standard game.
That's because I'm dumb and used the wrong sign for applying logistics changes on leader change, so it can only ever go down. Since this is a significant bug, I guess I'll have to release another hotfix version...I think that changing leaders at era change does not correctly apply all the leader's traits.
Attached save: RI full installer, 3.72 , no SVN. Only minor xml value tweaks on my part. Tried exiting game, clearing cache, reloading, no results.
Go forward a couple turns, discover Mining to enter Classical Era, choose Baibars as new leader, who with the Conqueror trait should give +2 rural logistics.
I haven't seen the increase in the logistics limits. Actually, it decreases by 1 !
And I can't find in the WB any kind of option to at least set it manually.
Tested changing to other leaders: e.g. Ptolemy Soter works correctly, the logistics remain unchanged and the golden age is correctly increased (there's a Great Merchant in Waset to test GA length).
Thanks for any help
Finding and solving a bug is always positive! Glad it's something easy to solve.That's because I'm dumb and used the wrong sign for applying logistics changes on leader change, so it can only ever go down. Since this is a significant bug, I guess I'll have to release another hotfix version...