I myself go even further and remove this completely by editing the files. We already have the distance from capital modifier to make colonies more costly, and I personally have no interest in releasing my dear cities to an AI.There's another small error with icons: In the instability popups like the Bronze Age Collapse, it displays a instead of the instability fist. Like saying that culture now gives 2x as much happiness.
I had one other feature idea, idk if is at all doable but when my brother suggested it to me I was dumbfounded why Firaxis did it any different: since Beyond the Sword, when you have an island with at least two cities none of which is not your capital, you begin incurring extra maintenance costs and get the option to release these cities as a colony. Meanwhile, speaking in world map terms, owning capetown or Lisbon on the world map while otherwise playing as Korea with land in Korea, you will not pay any extra cost for sheer luck of sharing a land connection still. What would make a lot more sense in our eyes is that colonial costs should be based on whether you have a coherent cultural connection. Meaning that for example if the Vikings conquer England that is not a colony due to the culture being an uninterrupted area with your main country. But founding or conquering a city farther away, e.g. Athens, would be a colony despite the same landmass, due to being so far away that it forms its own "blob" of culture, not connected to the capital's one.
The "Community Civ V" mod (for Civ4!) did this from automobiles onwards. The mod can also be found here, but it sadly cannot be played to completion as the game eventually gets stuck loading the next turn. And Fall from Heaven 2 has such an effect from a wonder, or for a civ that can only make limited cities (but due to the 3rd ring better ones).If you mean the 20 tile "Big Fat Cross" by city radius, that's a core Civ 4 feature and I didn't know that any mod did this at all, but even if it could be changed, I don't see the point and it would massively disrupt the game balance, and is also historically implausible even up to the modern era, so, it would make for worse gameplay and doesn't seem in spirit with this mod, in my opinion.
is there any way to fix this revolt fists (Unhealthy = orange separatism icon, Unhappy = green separatism icon) for svn version?I think I know what went wrong in both cases. I'll release a fixed installer (save-compatible) later this week.
It's probably a broken install. It's fine on my end (SVN version). Try reinstalling the game and the mod.Hello, please help me! When I click on the F1 button, the city management advisor window does not open =( When I click on the city management advisor button in the upper right part of the screen, the window does not open either =( All other buttons (F2, F3, etc) open and work, but the F1 button, the most important for me, is not there =( Please, good people, help me!
See attached - in Nishapur, my borders have expanded to touch Korea's borders. However, as we only touch via ocean tiles, and neither of us has navigation, we still do not have any trade routes. What am I missing?Cultural borders can bridge ocean tiles one tile away, and ocean tiles within borders are navigable even by boats that can't normally enter them. In your case, I think you should be fine after the next border pop.