Squid Civics

Squidimp

Apollonian Chthonian
Joined
Oct 29, 2015
Messages
73
Location
Australia
A somewhat ambitious mod replacing or substantially altering all civics.

Civics are designed to be more balanced and less tiered!

The inhibiting effect of early civics has been moved to autobuildings wherever possible, leaving a single ladder civic (the former Language civic). This makes Barbarians less weak in the later game. Remaining civics can be switched between at will without tanking the nation.

In addition, there are now +2 new civic categories: Sovereignty and Values. These represent whether you are a single nation, collection of aligned states, or ethnic group of clans; and your civilisation's definition of success.

To download, simply move the Squidmods folder into MyMods in the Modules folder of C2C. It should work immediately.
 

Attachments

Government
Spoiler :

Anarchy
N/A

Oligarchy
+2 culture and gold from great people
+0.5 culture and gold from nobles and celebrities
+15% gold in all cities
+10% maintenance in all cities

Theocracy
+20% culture in cities with state religion
+unhappy per non-state religion in city
- Can support unlimited Priests

Autocracy
+5% production, espionage in all cities
-25% war weariness in all cities
+unhappy in all cities

Democracy
+0.1 happy per population point
+20% great people points in all cities
+25% war weariness in all cities

Partocracy
+0.5 espionage from Specialists
+0.5 production from Spy, Lawyer
- Can support unlimited Spy

Technocracy
-15% gold in all cities
-20% culture in all cities
+40% research in all cities
- Unlimited Scientist

Hive Mind
-50% great people rate
+100% war weariness
-50% gold in all cities
+50% culture, research in all cities


Power
Spoiler :

Adulation
N/A

Custom
+20% culture in all cities
+10% culture in Capital
+10% maintenance in all cities

Junta
-20% culture in all cities
+3xp for units trained in all cities
-25% war weariness in all cities

Heavenly Mandate
+10% great people rate in cities with State Religion
+1 happy, healthy in cities with State Religion
+unhappy from non-state religions

Legislature
-30% maintenance in all cities
-5 crime in all cities

Plutocracy
+25% commerce from trade routes
+1 gold from all specialists
+15 crime in all cities
+0.1 unhealthy per population point

Divine Right
+1 happy from State Religion
+unhappy from non-State religions
+2 espionage from State Religion buildings

Constitution
-80% city maintenance
-30% corporation maintenance
+unhappy per 10% tax rate
+75% war weariness

Synarchy
-20% great people rate
+30% espionage in all cities
+1 espionage from all Specialists

Mind Control
+0.2 happy per population
+0.1 unhealthy per population
+50% espionage in all cities
+10% production in all cities
-20% culture, gold in all cities
-50% war weariness in all cities

Collective
+30% great people rate
+10% food in all cities
-10% gold in all cities
+1 espionage from all specialists


Rule
Spoiler :

Gerontocracy
N/A

Nepotism
+50% maintenance in all cities
+5 espionage, gold, production in Capital
+50% espionage in Capital
+happy in 5 largest cities

Nobility
+15% maintenance in all cities
+1 free Noble in all cities
+production from Noble

Kritarchy
- Unlimited Lawyers
+1 free Lawyer in all cities

Timocracy
+10% food, gold in all cities
+25% faster worker construction speed

Meritocracy
-10% gold in all cities
+10% research, production in all cities
+10% great people rate in all cities

Ballots
+3 free Specialists in all cities
+1 commerce from Citizen
-50% espionage in all cities

Civil Service
-30% maintenance in all cities
-20% overseas colony maintenance

Martial Service
+100% faster construction of Commanders
+1 free Military Instructor in all cities
+30% great general rate

Fiscal Service
- Unlimited Merchant
+1 production from Merchant

Artificial Servitors
+25% commerce in all cities
- Unlimited Engineers
-25% Culture in all cities
-25% great people rate in all cities


Society
Spoiler :

Undivided
N/A

House Society
+25% faster construction of Workers
+50% faster improvement construction
+50% faster improvement upgrade rate
+1 food from cottage line
+1 production from Hamlet, Village, Town

Caste System
+10% commerce in all cities
+1 free specialist in all cities
+1 production from all specialists
-50% great people rate

Aristocracy
+2 unhealthy in all cities
+1 gold from all Specialists
- Unlimited Noble

Populist
+1 healthy, happy in all cities
+20% war weariness
-10 crime, disease in all cities

Bourgeois
- Unlimited Artist
+culture from Merchant
+gold from Artist, Celebrity
+gold, culture from Great Merchant, Great Artist

Egalitarian
+50% great people rate
+50% culture in all cities
+50% war weariness in all cities
+5 unhappy from Cannibalism, Slavery, Human Sacrifice

Designed
+1 production from Citizen, Engineers
+0.5 commerce from Merchant
+1 culture from Artist, Noble, Celebrity
+1 Research from Doctor, Scientist, Priest
+1 Espionage from Spy, Lawyer, Investigator

Proletarian
+1 unhappy for all nations without Proletarian
+0.5 food from Citizen
+1 production, commerce from Citizen
-1 gold from Celebrity, Noble, Merchant, Priest

Superhuman
+4 unhappy in all cities
+20% food required for population growth
+1 Gold, Research, Culture from all Specialists

Ascended
+1 happy per population point in all cities
+20% great people production
+30% food required for population growth


Military
Spoiler :

Disorganised
N/A

Raiding Parties
- Free Looter and Marauder promotion for units trained in all cities
+2xp for Criminals, Strike Team

Conscription
- Military units produced with food
+20% faster military unit production
+100% war weariness

Professional
+2xp all units
+25% great general emergence

Auxilliaries
+1 support cost for military units
+3xp all units
+4xp for Combatants
-20% military unit construction speed

Demilitarised
+30% great people production
+100% war weariness
-25% military unit production

Banner Armies
- Free units equal to 20% of population
+100% xp from fighting within own borders
- Can conscript 5 military units per turn
- Free Local Lord promotion for Commanders

Total War
-40% gold, culture in all cities
-50% war weariness
+3xp for all units
+30% military unit production

Unmanned
-80% war weariness
-50% chance to capture/be captured
+2xp for Hi-Tech units

Manufactured
+60% military unit production
-20% great general emergence
-50% war weariness
-2 gold per military unit

Social Warform
-75% gold, culture in all cities
+50% military unit production
- Free units equal to 20% of population
+10xp for all units
-50% war weariness


Economy
Spoiler :

Communalism
N/A

Autarky
+5% food in all cities
+10% production in all cities
-50% commerce from trade routes
- No foreign trade routes
- No foreign corporations
- Can build Scrounger buildings

Free Market
+2 trade routes in all cities
+5% food, production, commerce from trade routes
+20% foreign trade route yield
+20% corporation maintenance

Kleptocracy
+25% maintenance in all cities
+1 crime per population
+10% espionage in all cities
+1 trade route in all cities
- Can build Smuggler buildings

Mercantile
+10% gold in all cities
+1 production from Merchant, Great Merchant
- Can hurry with Gold
- No foreign corporations
- No foreign trade routes
-50% gold hurry cost
- Can build Scrounger buildings

Corporate
+25% gold from Corporation HQs
+25% foreign trade route yield
- Can train Executives without Corporation buildings
+5% maintenance in all cities
- Can hurry with gold

Planned
+30% production in all cities
-40% gold in all cities
- Corporations have no effect
+1 production, gold from Citizen
- Can hurry with gold

Regulated
-25% maintenance from cities
-25% corporation maintenance
-25% foreign trade route yield
- Can hurry with gold

Sustainable
-5% production, gold in all cities
+1 happy from all vegetation (Forest, Jungle, Ancient Forest, Bamboo, Cactus, Swamp, Savanna, Mangrove, Sword Grass, Coral Reef, Kelp, Seagrass, Oasis)
+1 happy from Landmarks
+1 food and commerce from Jungle/Desert/Wetlands Camp, Forest Preserve/Treefarm/Hybrid Forest, Desert Windmill, Sea Windmill/Tidal Harness, Safari


Religion
Spoiler :

Folklore
- No state religion

Mysticism
- No state religion
+25% culture in all cities

Personality Cult
- No unhappiness in Capital
+25% production, gold, culture in Capital
+unhappy per non-State religion

Ecclesia
+0.5 production, gold from Priests
+1 espionage from State Religion buildings
- Can build Missionaries without special buildings
+unhappy per non-State Religion

Pluralist
+20% great people rate in cities with State Religion
+1 culture from all Priests
-25% defence against enemy spies in all cities

State Church
- No non-state religion spread
+20% building, military unit production in cities with State Religion
+2xp for units in cities with State Religion
-20% culture in all cities
+20% espionage in all cities
+5 unhappy per non-State Religion

Secular
- No state religion
+happy per non-State Religion
+20% culture in all cities
+20% great people rate in all cities
-0.5 gold from Priests

Atheist
- No state religion
+3 unhappy per religion
+25% research in all cities
-1 production, gold from Priests
+1 production from Scientist, Doctor


Currency
Spoiler :

In-Kind
- No inflation

Bead Commodities
+3% gold in all cities with Clam, Murx, Jade, Ruby, Sapphires, Diamonds, Amber, Pearls, Ivory, Obsidian, Glass, Fine Clay
+25% maintenance in all cities
-50% inflation in all cities

Food Commodities
+5% gold in all cities with Rice, Corn, Wheat, Barley, Potato, Nuts
+25% maintenance in all cities
-50% inflation in all cities

Metal Commodities
+5% gold in all cities with Gold, Silver, Electrum, Platinum, Copper, Brass, Tin, Bronze, Lead, Iron
+15% maintenance in all cities
-50% inflation in all cities

Spice Commodities
+5% gold in all cities with Spices, Sugar, Cocoa, Coca, Cannabis, Tobacco, Hemp, Opium, Coffee, Tea, Vanilla
+15% maintenance in all cities
-50% inflation in all cities

Representative Currency
- Can hurry with gold
+1 trade route in all cities
+25% foreign trade route yield
+5% gold from Printer's Workshop, Bank

Fiat Currency
- Can hurry with gold
+2 trade route in all cities
-30% maintenance in all cities
-25% foreign trade yield
+25% inflation
+15% gold from Bank, Stock Market

Digital Currency
- Can hurry with gold
+3 trade route in all cities
-40% maintenance in all cities
-25% foreign trade yield
+100% inflation
+30% gold from E-Bank, E-Stock Market

Mental Currency
+50% inflation
+25% foreign trade route yield
+2 trade routes in all cities
+20% commerce from trade routes


Education
Spoiler :

Mimicry
N/A

Tradition
+10% culture in all cities
+1 happy in all cities
-10% war weariness in all cities

Religious Education
+5% research, culture in cities with State Religion
+1 happy in cities with State Religion

Military Education
-5% research in all cities
-25% war weariness
+3xp for military units trained in all cities

Crafts Education
+10% production, gold in all cities
-5% research, culture in all cities

Ivory Tower
+20% research in all cities
-10% gold in all cities
-5% production in all cities

Propaganda
-20% war weariness in all cities
+3 happy in all cities
+25% espionage in all cities
-20% research in all cities

Corporate Education
+10% gold, research in all cities
+2 unhealthy in all cities
+0.1 unhealthy per population point
+20% culture from Corporation HQs

Knowledge Uploading
+50% research in all cities
+20% espionage in all cities
-40% gold in all cities
+25% war weariness in all cities

Universal Consciousness
+60% research, espionage in all cities
-50% gold in all cities
+50% war weariness in all cities


Welfare
Spoiler :

Survival
N/A

Reciprocity
+5% city maintenance
+2 healthy, happy in all cities

Noblesse Oblige
-5% gold in all cities
+1 healthy, happy in all cities
-1 disease, crime from Noble, Celebrity

Religious Aid
+1 happy from Holy Shrines
-10% gold in cities with State Religion
-4 crime, disease from State Religion buildings

Public Works
-15% gold in all cities
+10% production in all cities
+40% faster improvement construction
-10 crime in all cities

Private Welfare
-5% gold in all cities
+0.1 healthy per population in all cities
-10 crime, disease in all cities

Subsidised Welfare
-20% gold in all cities
+0.2 healthy per population in all cities
-25 crime, disease in all cities

Socialised Welfare
-30% gold in all cities
+0.2 healthy per population in all cities
-50 crime, disease in all cities

Eugenics
-25% war weariness
+0.1 unhapy per population
+0.5 healthy per population
-10 crime in all cities
-20 disease in all cities

Physical Paradise
+25% war weariness
-50% gold in all cities
- No unhealthiness from population
+3 unhappy from Slavery, Cannibalism, Human Sacrifice, disease, crime, and pollution buildings
-30 crime, disease, air pollution, water pollution in all cities


Agriculture
Spoiler :

Subsistence
N/A

Tenant Farmers
+1 food, -1 commerce from Farm/Farmscraper, Orchard/Treefarm/Hybrid Forest, Winery, Plantation
+1 free Noble in all cities
+1 unhealthy in all cities

Private Agriculture
+1 commerce from Farm/Farmscraper, Orchard/Treefarm/Hybrid Forest, Winery, Plantation
+10% food from trade routes

Corporate Agriculture
+15% food from trade routes
+15% gold in all cities
+25 water/air pollution in all cities

Subsidised Agriculture
-10% gold in all cities
+1 food from Farm/Farmscraper, Orchard/Treefarm/Hybrid Forest, Winery, Plantation
+10% food in all cities

State Agriculture
-40% gold in all cities
+40% food in all cities
-25% foreign trade route yield

Permaculture
-1 air pollution from all owned tiles
-1 water pollution from all fresh water-supplied or coastal tiles


Labour
Spoiler :

Self Sufficient
N/A

Communal Labour
+5% food, production in all cities

Compulsory Labour
+20% production in all cities
-15% military unit production in all cities
+3 unhappy, unhealthy in all cities
+15% chance to capture enemy units

Indentured Labour
+10% production yield from trade routes
25% foreign trade route yield

Wage Labour
+10% commerce in all cities
+1 unhappy in all cities

Centralised Labour
+15% production in all cities
+25% worker production speed
-20% commerce from trade routes
+25% corporation maintenance

Labour Collectives
-25% foreign trade route yield
+4 happy, healthy in all cities
-10 crime, disease, flammability in all cities
-25% corporation maintenance

Post-Labour
- Unlimited Android Workers
- Can upgrade units outside own borders


Sanitation
Spoiler :

Dispersal
N/A

Middens
+1 healthy in all cities
-5 disease in all cities
+0.1 unhealthy per population point

Burn Waste
+1 healthy in all cities
-10 disease in all cities
+1 air pollution per population point
+10 flammability in all cities

Rinse Waste
+1 healthy in all cities
-10 disease in all cities
+1 water pollution per population point

Landfills
-5% gold in all cities
-15 disease in all cities
+5 water/air pollution in all cities
- Can build Landfill buildings

Waste Treatment
-10% gold in all cities
+1 healthy in all cities
-15 disease in all cities
-5 water pollution in all cities
- Can build Landfill buildings

Complete Recycling
-30% gold in all cities
+5% production in all cities
+3 healthy in all cities
-20 disease in all cities
-10 water/air pollution in all cities


Diplomacy (formerly Language)
Spoiler :

Isolationist
+4 unhappy for every city after number 3
-3 diplomacy penalty with other civs

Stereotypy
+3 unhappy for every city after number 6
-2 diplomacy penalty with other civs
+2% culture in all cities
+2 education in all cities

Ceremonial
+2 unhappy for every city after number 9
-1 diplomacy penalty with other civs
+2% research in all cities
+4% culture in all cities
+4 education in all cities


Diplomatic
+1 unhappy for every city after number 12
+4% research in all cities
+6% culture in all cities
+6 education in all cities

Ambassadorial
+1 unhappy for every city after number 20
+1 diplomacy bonus with other civs
+6% research in all cities
+8% culture in all cities
+10 education in all cities

Geopolitical
+2 diplomacy bonus with other civs
+8% research in all cities
+10% culture in all cities
+15 education in all cities

Astropolitical
+3 diplomacy bonus with other civs
+1 happy in all cities
+10% research in all cities
+12% culture in all cities
+20 education in all cities

God Mind
+4 diplomacy bonus with other civs
+2 happy in all cities
+15% research in all cities
+15% culture in all cities
+30 education in all cities


Immigration
Spoiler :

Borderless
N/A

Open Borders
+10% food from trade routes
+50% foreign trade route yeild
-25% defence against enemy spies
+10 crime, disease in all cities

Closed Borders
-75% foreign trade route yield
+25% defence against enemy spies
- No foreign corporations
- Gives fixed borders

Restricted Migration
-25% foreign trade route yield
+5% food from trade routes
- Gives fixed borders

Regulated Migration
+10% food, commerce from trade routes
+20% foreign trade route yield

Skilled Migration
+10% production, commerce from trade routes
-20% foreign trade route yield

Border Bargaining
+25% foreign trade route yield
+25% production, commerce from trade routes
+10% food from trade routes
+30% maintenance from cities
+30% maintenance from corporations


NEW CIVICOPTION: Sovereignity
Spoiler :

Stateless
N/A

Clans
+25 free units
-25% maintenance from number of cities
+25% maintenance from city distance
+50% xp gain from combat within own borders

City State
+50% culture, gold, espionage in the Capital
-25% culture, gold, espionage in all cities
+100% maintenance in all cities
+5 production, research, espionage in the Capital

Suzerainty
+35 free units
-60% city maintenance
+unhappy per 5% tax rate
-40% espionage in all cities

Confederacy
- No maintenance cost from distance to Palace
-50% overseas colony maintenance penalty
-10% culture in all cities
+25% war weariness in all cities

Unitary State
+25% city maintenance
+10% production, espionage in all cities

Federation
-40% maintenance in all cities
+5% culture in all cities
+unhappy per 10% tax rate


NEW CIVICOPTION: Values
Civs recieve a +1 diplomacy bonus if they share a value
Spoiler :

Indifferent
N/A

Kin
+1 healthy in all cities
-5% food required for city growth
+25% faster construction of Settlers

Strength
-25% war weariness
+1 happy per military unit stationed in city

Culture
+20% culture in all cities
+1 culture from Artist, Celebrity, Noble

Piety
+3 happy from State Religion
+1 healthy in all cities
+10% great people rate in all cities

Wealth
+20% gold in all cities
+0.5 gold from Merchant

Knowledge
+20% research in all cities
+0.3 research from Scientist

Patriotism
+50% espionage in all cities
-50% war weariness in all cities
-20% great people rate in all cities
+unhappy per 5% foreign culture in city

Unity
+20% production in all cities
+4 happy, healthy in all cities
-30% culture in all cities
+unhappy per 5% foreign culture in city
 
Last edited:
This is an intitial release. Further changes are still to come, including: more civics, re-ordering of some civics, art changes, and civilopedia text.

As always, feedback is strongly encouraged. Balancing suggestions are welcome.

Current known problems: the AI overvalues Smuggler buildings, the AI seems to overvalue Conscription, civilopedia text died in a computer snafu and I have yet to replace it.
 
You have Rule twice.

The Commander reduction in cost should also apply to the Hero units. I never play with Commanders on.

Currently units may get an initial small promotion if you are running some of the military civics - Voluntary Army and Military Training at least. These promotions are minor but give the unit a small boost in combat in certain terrains. It probably needs looking at again to match with all the terrains we have.
 
Initially, I really like the 2 new civic option categories! I can't say I'm currently familiar enough with the full range of current civics to be able to judge the rest that would be changes to the current. By working on traits right now I know that just evaluating works if you're paying close attention to every detail but to really get the feel you gotta play it. I'll be looking out for feedback.

It might be interesting to have your set as an option. Perhaps if its popular with some but unpopular with others (polarizing) we might want to go that route.
 
You have Rule twice.

The Commander reduction in cost should also apply to the Hero units. I never play with Commanders on.
Thanks for the catch DH, I've removed the extra.
I didn't consider that some people don't use commanders; I'll definitely bear this in mind. Heroes as an addition could work.

Currently units may get an initial small promotion if you are running some of the military civics - Voluntary Army and Military Training at least.
I am not sure where this functionality is coded. Is it python?

Thanks for the compliments, TB!
I've been test-playing the modmod myself, but obviously the more the better!
There are definitely changes I want to make to this set; most obviously there are way too many civics that just reduce maintenance! (lookin' at you, Civil Service and Regulated Economy)

I should note also that civic buildings make a huge difference, and I've tried to include them (to some extent) in the evaluation. Agora and Forum have been heavily nerfed due to their insane power (+20% military production, +10% science, +10% great people, can turn 1 citizen into Artist, Merchant, Engineer, +2 culture. The agora is insane.)
 
The promotion is done in Python based on the civic when the unit is created. in Python/DancingHoskuld file InitialMilitaryPromos.py

I think the "unlimited x" specialists is a bit OP in C2C. Perhaps a maximum of 10
extra?
 
I think the "unlimited x" specialists is a bit OP in C2C. Perhaps a maximum of 10
extra?
This makes me think. If we were to become far more restrictive about this, we may be able to even limit the # of citizen specialists. Call them laborers. Then have the default 'citizen' actually be a burden rather than a boon - 'unemployed', and not because they are putting up some sort of resistance but because the city cannot support any further work options for them. This would enable us to more accurately portray the employment environment. A lot of good ideas could further spawn from this basic adjustment in approach, no?

Would certainly add a hell of a lot of value to a building to say that it adds another available specialist slot. Would also make overpopulating more penalizing.
 
The promotion is done in Python based on the civic when the unit is created. in Python/DancingHoskuld file InitialMilitaryPromos.py

I think the "unlimited x" specialists is a bit OP in C2C. Perhaps a maximum of 10
extra?
I will have a dig around in the Python, I guess. Although that makes it a little less modular.

Re: the last paragraph and TB's comment; I could do +10 specialists (using autobuildings). I will, however, note that current civics use unlimited specialists frequently (unless you are using a modded version, like CivPlayer8's simple set). It does become powerful later on, but hopefully not much more powerful than a % boost?

Under current settings big cities are good cities. If this changed through, e.g. population caps (which would make Immigrants more useful as well) and the Unemployed, then big cities would only be good if you can afford to support them. If unemployed citizens were a problem, I would definitely change this.

As is, a change would require a lot of tweaking, given the Citizen bonuses and so on in this modmod.
 
I was looking to move Initial Military Promotions and the Star Signs into custom XML so that while still done by python everything is available to modders to adjust. It should not be to difficult to do.
 
I will have a dig around in the Python, I guess. Although that makes it a little less modular.

Re: the last paragraph and TB's comment; I could do +10 specialists (using autobuildings). I will, however, note that current civics use unlimited specialists frequently (unless you are using a modded version, like CivPlayer8's simple set). It does become powerful later on, but hopefully not much more powerful than a % boost?

Under current settings big cities are good cities. If this changed through, e.g. population caps (which would make Immigrants more useful as well) and the Unemployed, then big cities would only be good if you can afford to support them. If unemployed citizens were a problem, I would definitely change this.

As is, a change would require a lot of tweaking, given the Citizen bonuses and so on in this modmod.
Would certainly be a project but it'd be one worth doing. DH has been complaining about unlimited specialist slots on the current civics for a while now and I just had the idea I just posted, which I think would really be a good one.

Some autobuildings with prereqs not only of civics but perhaps of other buildings, could be useful. Ex: A civic may be able to provide +1Priest for each temple. At some point I could probably build out some tags for this project but for now, stuff like that could do the trick. Not that for now we should necessarily go that complicated out the gate.
 
Would certainly be a project but it'd be one worth doing. DH has been complaining about unlimited specialist slots on the current civics for a while now and I just had the idea I just posted, which I think would really be a good one.
Autobuildings can achieve quite a lot as-is, the caveat being that they require plenty of help text for players. Without help text they are opaque without digging through the pedia (looking at you Aesop's Fables).

I may change the specialist thing, but not particularly soon; I have some more obvious issues to deal with (e.g. a complete lack of civic civilopedia text).
 
Autobuildings can achieve quite a lot as-is, the caveat being that they require plenty of help text for players. Without help text they are opaque without digging through the pedia (looking at you Aesop's Fables).
Agreed. Of course, I feel the worst offenders are civic buildings in general since you can't see what is and what is not going to be delivered in autobuilds on the civic selection screen. Very frustrating.
 
Adding the the auto build buildings to the Civics adds 10 to 30 seconds to the display time of the screen because the Python needs to go through the whole list of buildings to find the ones that are civic auto builds. I could probably do that once per session but it would take up a small amount of memory. I would store a list of (civic id, building id) so it would not be too large.
 
Adding the the auto build buildings to the Civics adds 10 to 30 seconds to the display time of the screen because the Python needs to go through the whole list of buildings to find the ones that are civic auto builds. I could probably do that once per session but it would take up a small amount of memory. I would store a list of (civic id, building id) so it would not be too large.
My lord if you could do that the wait would be SO worth it! It's so hard to really know if a civic change would be good or not and the way we change civic designs like old socks in this mod makes it really frustrating trying to keep up with those hidden details!
 
Hi Squidimp,

I really like the look of thees Civic changes and was playing with them fine until i updated to the latest SVN (9332) and now I get a CTD if i attempt to start a new game or load an old game with this module loaded. If I remove your module a new game starts fine. Can you replicate at all ?

Cheers
Colonelflag
 
I really like the look of thees Civic changes and was playing with them fine until i updated to the latest SVN (9332) and now I get a CTD if i attempt to start a new game or load an old game with this module loaded. If I remove your module a new game starts fine. Can you replicate at all ?
That's strange. I don't update my SVN very much, but I suppose the problem might be to do with changes to Civic names? I can't see any way that the buildings would cause an error, but most of the new civics replace previous civics. If those were removed it might cause a problem.

I'm afraid I won't be able to test this until I can get a stable internet connection to download the next SVN update.
 
This looks cool! I always found the fact that the civics are basically tiered to be in my opinion unimaginative. Do you think it would blow stuff up if I used it with Rocks2Rockets?
 
This looks cool! I always found the fact that the civics are basically tiered to be in my opinion unimaginative. Do you think it would blow stuff up if I used it with Rocks2Rockets?
Almost certainly. There have been a lot of ew civics added and others removed since R2R split off. Buildings and other references will be off causing errors.
 
Meh, won't even load anyway. It doesn't seem to load on the regular C2C either. Where should I be putting the file?
 
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