Sparth
C2C Team Member
- Joined
- Oct 6, 2013
- Messages
- 2,314
edit: txt string failure
Know about this bug. Should be fixed in this week.
edit: txt string failure
Great General (native) are PINK when born / / /
Also Mosaic Working and have NO words and Heraldry wrong words . . )personally i like the words that are there BUT the words in the Tech itself needs to be changed . .
No mp3 for Canaanism
My rogue wants to pass through a wooden palisade 'defended' by outriggers, but apparently he has to kill them all first![]()
One could argue, that there are people on the outriggers - so they should be killed before your rogue can move.![]()
few more Techs
Maybe it would be worth reducing a bit the number of game options (merging some, making some always active, etc.)? I think there are also a number of options that are currently considered broken or at the very least not maintained (advanced start, traits, etc.) that could be deactivated by default and set to invisible - up to anyone to work on them one day, but in the meantime they don't confuse modders and new players.
So i'm progressing in my GEM game - aiming for Globalization now.
I used 2 Great Merchants to discover Consumerism in 1 turn, and next turn i used 2 Great Merchants to discover Applied Economics (in 1 turn as well).
After processing next turn i was very supripsed by message that some of my cities are contemplating revolution - opening city advisor i saw happiness of half of my cities in deep red.
It appeared that applied economics obsoleted markets, grocers, bazaars and craft huts, and auto build buildings Demand - Market (and such, 4 total) gave me big unhappiness - 0.35 (2 of them) per citizen, and 0.5 per citizen 2 other.
Those demand buildings are auto replaced by market type of buildings as description says.
I thought myself - fine, more challenge, and started building supermarkets and malls to counter unhappiness - as described those are replacing bazaars, markets etc. I thought that they would be replacing "demand" bulidings, but they were not - "demand" ones still stay in my cities, ignoring supermarkets and malls in same cities, thus making game completely unplayable from that point. Recalculating didn't help.
I think this particular building chain should be looked upon ASAP as this is really game breaking.
I ran test - loaded game few turns back where i just discovered consumerism, and built mall and supermarket, then used 2 great merchants to discover applied economics - no unhappiness showed up, i ended turn to check for autobuilds - and "demand" ones were autobuilt in cities i have supermarket and mall, so they are NOT replacing demand ones.
Savegame needed?
I thought I had already done that. Perhaps I did not add them to the SVN. I will check. Lucky I slept in today, I am supposed to be 400km west of here by now.
edit they are in there. Bazaar and Crafts Hut upgrade to Mall as do their demand buildings.Same for the rest. They were tested. All I can suggest is that you remove the Demand folder from the My_Mods folder and I will look at it in 2-3 weeks when I get back.
Aye, thanks a lot, removed those folders and everything works fine again.
Btw, i don't understand why bazaars and markets should go obsolete at applied economics - they still exist even in modern time. Replaced by malls and supermarkets - yes, ofc, but if there is no mall in city - people would find a place to trade almost automatically.
Aye, thanks a lot, removed those folders and everything works fine again.
Btw, i don't understand why bazaars and markets should go obsolete at applied economics - they still exist even in modern time. Replaced by malls and supermarkets - yes, ofc, but if there is no mall in city - people would find a place to trade almost automatically.