Rise of Mankind - A New Dawn

One of the buildings (I forget which) in that city exerts a Zone of Control around that city. The building must be destroyed, through bombardment, before you can move in for the attack.

-Thank you, Trevort. The modification would do well to have some notification to the player, such as a gump which would show up when the city is moused-over, assuming that is possible.
 
-Thank you, Trevort. The modification would do well to have some notification to the player, such as a gump which would show up when the city is moused-over, assuming that is possible.
I think the creator assumes that players will read the Civlopedia.
 
-I read that, actually, and read that portion. I even remember reading that same instruction in this forum. However, when I came across the phenomenon, I didn't associate it with that game system.
 
-I read that, actually, and read that portion. I even remember reading that same instruction in this forum. However, when I came across the phenomenon, I didn't associate it with that game system.
The Fog of War at work.
 
-In my game, I've run across a city I cannot attack: Avignon. When I move the attack cursor over the city I receive the red circle which indicates territory into which I cannot move. I've attached the save game.

Ok.. not to be nasty or anything, but trevort almost has it right, and Nosferum you need to maybe look again over the first few pages of this thread.... ;) :p

If you look in the first few posts of this thread, you'll find a Feature described quite prominently by Afforess which describes a City Gate building (it's part of his description about Castle-related buildings and how important they are. The building concerned is the City Gate.... ZOC issues aside (I'm not so sure this is a ZOC thing), the City Gate completely prevents forces from Civ A taking a city owned by Civ B until the defensive bonus for that city is reduced to less than 25% (or is it 20%...? I forget).

But the info is right here in this thread, it's not hidden, and it's certainly not in fine print... heck I knew about it before I'd even downloaded the mod ;)

My suggestion for investigating your potential bug is to load up your save (I'm at work, thus can't download your Save and see for myself ;) ), check Avignon's current defensive bonus... if it's above 20/25% then enter WorldBuilder using Ctrl+W. Check the city using the city plot editor to see which buildings it has, and see whether or not it has the City Gate building. If it does, you know that it's not a bug, the mod is working the way it should. :)

Best of luck.
 
Hello

Thank you for making this mod.

I am looking to play a map of Europe/Mediterranean that is between large and huge.

I don't see one in the custom scenario/map section. I loaded some maps from http://forums.civfanatics.com/showthread.php?t=406158 into the folder but they will not work as the worldbuilder fails to read them.

Does anyone know how I might find/transfer a map to be able to play on a European map?
 
I use Archipelago Map, Huge (or bigger), and 7 to 9 AI for some of the very reasons you've posted.

But with the Arch world I also disable Vassals (IMHO vassals have been unusable even from Vanilla BtS). This allows every AI room to grow and develop with one more Very important caveat: contact with the other Civs is Very limited early game.

It won't be until Caravels are reached before you will make significant contacts. You may come into contact with 1 or 2 AI with galleys and triremes but it will not be until much later that you can interact significantly.

Sea level on this type map also plays a large role in "when" contact with others is made. Low sooner, high much later. And as stated above the larger the map the better.

JosEPh

thanks - will probably start a game like this, but I sort of liked the idea of just a map without the sea, almost chess like... but that does not seem to work that well given that the AI is keen to get into war early.

Archipelago + no vassals should help. My general issue with no vassals on big maps is that it take an awful lot of conquering to get to the war vicotry conditions... but as it is, vassals just give in way to early.
 
I love the idea of this mod and would love to play it, but every time I open it, I am presented with a blank menu screen; the only thing I can see is the globe and logo. There are are no menu options shown, although they are there (I can close the game and unload the mod). The problem is that I cannot see which options I select. This means I cannot setup a game. I have tried several times to install the game, but with no success. Any suggestions?
 
I've actually got one too now... :)

(Unable to search thread for the answer as the Search Engine requires a minimum of three characters and "UN" is only two)...

The UN units supposedly made available by the UN Mission NW.... I can't see 'em? Do they require a certain prereq tech (Such as Modern Warfare), or am I missing something...
 
Also does anyone else notice tech diffusion not working?

It appears to be working in my current game. A few early techs that I had skipped over had some beakers accumulated when I went back and got them. Also, smaller civs are staying somewhat caught up with the pack, research wise.
 
doesnt really seem to be working in my game either, but i havent checked it exactly, just all the smaller civs dont ever seem to catch up, and the bigger civs just run away with it and outech everyone by far. my vassal still hasnt teched up at all the only way they do is if they come asking for techs from me which is a fairly regular occurence.
 
Been Playing as The Vikings, and still loving this mod (even if its is damn more addictive than crack ;) )

Anyways, the question is about the Viking Trading Post, which replaces the normal lighthouse. It gives one extra :commerce: per water tile when built...but it DOESN'T give the extra :food: of the normal Lighthouse...

Is this really intended because it doesn't really work. For a Trading Post, 2 normal coastal tiles net 4:food: , 4:commerce: . But the normal Lighthouse gives 6:food: , 2:commerce:, so you could just work a specialist and be better off?

Shouldn't it give the extra 1:commerce: AND 1:food: per tile, or am I missing something?
 
doesnt really seem to be working in my game either, but i havent checked it exactly, just all the smaller civs dont ever seem to catch up, and the bigger civs just run away with it and outech everyone by far. my vassal still hasnt teched up at all the only way they do is if they come asking for techs from me which is a fairly regular occurence.

Yeah I've been noticing the AI tends to struggle with getting established generally, not just with tech diffusion... I'm playing a game with Raging Barbs and Barb Civs, and I'm noticing that some geographic regions are now home to their 3rd or 4th Civ simply because a Civ will start up in an area, live for a little while, get it's backside handed to it by barbs, then the barb city will spawn a new Civ, rinse, repeat...

Anyone know about that UN thingy I mentioned before?
 
tbh i havent got to the UN techs of the game yet but alot of other units made available seem to always have another tech required also, as ive been in a similiar situation you are: wondering why the hell i cant build a unit i just got in a tech..

just wondering, what options do you lot use pre-game as i noticed things like advanced economics and in particular no revolutions are by default unchecked, are they not recommended/working?
 
tbh i havent got to the UN techs of the game yet but alot of other units made available seem to always have another tech required also, as ive been in a similiar situation you are: wondering why the hell i cant build a unit i just got in a tech..

just wondering, what options do you lot use pre-game as i noticed things like advanced economics and in particular no revolutions are by default unchecked, are they not recommended/working?

Both are working but change game play more than some people like. By selecting "No Revolutions" you turn revolutions off. I like revolutions but hate advanced economy;).
 
Nothing negative to report in this post, just a little praise.

I like the fact that the later game units (Modern Era onward) cost some gold per turn per unit. That is a genius method of maintaining some sort of throttle on how many units a civilization can support. It's much better than a numerical cap, since maintaining a standing army should be a burden to the economy, no matter whether the civ is large or small. Good call!

And "MallWart"... I lol'ed!!!

One thing I see that could be tweaked slightly is, maybe Sea Tunnels should cost gold per turn per tile. It just seems too easy to spam them across every channel and bay. And if you put a bunker on each end, they're easily defended. I just think making them cost something to maintain would make placing them a more thought-out process.

Great job, Afforess!
:thanx:
 
I have two more obsevations...

This is trivial, but there is a blank spot in the row of icons above the City Bar on the Map screen. From what I can tell, I think it is where the icon for the airport is supposed to be, but it isn't. It's between the "Trade Route" icon, and the Judaism "Religion" icon in this screen shot:
Civ4BeyondSword 2011-01-19 21-54-50-70.jpg

This one isn't so trivial. In fact, it's sort of a game breaker. After having researched the Nuclear Power tech, I'm no longer able to build Coal or Oil Power Plants. The Nuclear Power Plant is the only one available on the City Build list. Why can't I still build the older power plants?
 
Top Bottom