Subdued Animals in C2C discussions

It was about 20% of the time you would have captured (iirc) but only if the plot does not already have a resource and if it is not next to a resource of the same type. People were complaining that they were getting large areas of deer for example. Which is the reason for the last restriction.

I get two or three fish/crab resources this way per game. In my current game I have had both a deer and poultry resource spawn.

You must be getting the lucky maps then, not so much for me, but if its 20% thats perfect then, thx.
 
That has Haida symbols on it. Unless its a culture unit I don't recommend using it with the symbols on it.

OK, well i was looking through certain civs, anyways, i just noticed that the Huns need more units, i think the next modmod i make will be for them:p
 
@Hydro

Detour question...
Is the Haida the only Coastal Pacific Northwest yet for Civ? Do you guys have a list of every civilization in the C2C?
 
@Hydro

Detour question...
Is the Haida the only Coastal Pacific Northwest yet for Civ? Do you guys have a list of every civilization in the C2C?

Which one did you want?
 
All of them if possible. But looking around for civs of the Americas more than anything.

You name 2 and i will do them, hows that. Cant say how soon i can get to them, as each civ can take one week to do.
 
You name 2 and i will do them, hows that. Cant say how soon i can get to them, as each civ can take one week to do.

Lol really?

Anaasází. PC native name-Ancient Pueblo
http://en.wikipedia.org/wiki/Ancient_Pueblo_Peoples

Moundbuilders-anything would be a start-Mississippian the peak
http://en.wikipedia.org/wiki/Mound_builder_(people)
http://en.wikipedia.org/wiki/Mississippian_culture

That is the big 2 on the top of my head. There are plenty others when I get the chance to think it out more.
 
OK, well i was looking through certain civs, anyways, i just noticed that the Huns need more units, i think the next modmod i make will be for them:p

What do you mean "more units"? As in flavor units or unique units? Because remember each civ should not have any special units.

@Hydro

Detour question...
Is the Haida the only Coastal Pacific Northwest yet for Civ? Do you guys have a list of every civilization in the C2C?

In my signature it lists al cultures. However we have far fewer playable civs. Haida is a culture but not a civ in C2C.

And no there are a few "cultures".

- Haida (British Columbia and Southern Alaska)
- Klamath (Southern Oregon)
- Nootka (Vancouver Island)

We also have ...

- Chumash (Southern California)

Which is not Pacific Northwest but still Pacific North American.

There are a ton more I could add but I have tried to put more well known ones.

All of them if possible. But looking around for civs of the Americas more than anything.

The North American cultures so far are ...

Spoiler :
- American
- Apache
- Aztec
- Canadian
- Cherokee
- Cheyenne
- Chumash
- Comanche
- Confederate
- Cree
- Cuban
- Dene
- Haida
- Haitian
- Hopi
- Huron
- Inuit
- Iroquois
- Klamath
- Mayan
- Mexican
- Nootka
- Olmec
- Seminole
- Sioux
- Toltec
- Zapotec


And South American ...

Spoiler :

- Arawak
- Brazilian
- Incan
- Jivaro
- Mapuche
- Moche
- Nazca
- Quechua
- Tupi
- Venezuelan


And ones I plan to do in my next set of 20 cultures ...

Spoiler :
North American
- Californian
- Huastec
- Jamaican
- Mixtec
- Tarascan
- Texan
- Tlatilco
- Tlaxcaltec
- Totonac

South American
- Argentinian
 
Well known, but for who? I think a brazilian will have another view of "well known" ;)

Brazil was included early on. Plus is a South American civ.

What on earth are culture discussions doing inside the subdued animals thread when there is a thread for cultures?

Sorry. johny smith asked a question about it in post #1504.
 
I have had a look. I can't decrease research times on any tech based on Myth buildings but I can make it so you can not study a tech with out the Myth buildings eg no Myth of the Wolf then you can not study Canine Domestication and so on. maybe I'll make a modmod us to see how that works out. ;)
 
THAT would be awesome and something I always wanted to see in Civ :)
I would like to see that on later buildings too. So that you can't research Gene Manipulation if you don't have Bio Lab etc.
Is it also possible to make a tech require at least 5 Labs to be researchable?
 
I have had a look. I can't decrease research times on any tech based on Myth buildings but I can make it so you can not study a tech with out the Myth buildings eg no Myth of the Wolf then you can not study Canine Domestication and so on. maybe I'll make a modmod us to see how that works out. ;)

That would be very interesting. It would also mean rerouting some of the technology tree so that in case you do NOT get access to any of the technologies that require a building then you have alternate ways of teching past them to the technologies that require them. I would be all for doing this still, especially since I am not of the conviction taht all technologies should be needed to research to get to the later technologies.
For instance the "big" early ones; Camel and Horse Domestication. Why have them forced to be researched if not having access to Camels or Horses. In the same manner Animal Riding should be accessible with OR for any of the riding animals domestication technologies.

Cheers
 
THAT would be awesome and something I always wanted to see in Civ :)
I would like to see that on later buildings too. So that you can't research Gene Manipulation if you don't have Bio Lab etc.
Is it also possible to make a tech require at least 5 Labs to be researchable?

According to the XML you can. Afforess added it I think but I have not seen it used anywhere so not sure if it works.

That would be very interesting. It would also mean rerouting some of the technology tree so that in case you do NOT get access to any of the technologies that require a building then you have alternate ways of teching past them to the technologies that require them. I would be all for doing this still, especially since I am not of the conviction taht all technologies should be needed to research to get to the later technologies.
For instance the "big" early ones; Camel and Horse Domestication. Why have them forced to be researched if not having access to Camels or Horses. In the same manner Animal Riding should be accessible with OR for any of the riding animals domestication technologies.

Cheers

I have always complained about the Horse/Camel/Elephant Domestication being needed even when you don't have them. How can you domesticate/ride something you have never seen. ;)
 
According to the XML you can. Afforess added it I think but I have not seen it used anywhere so not sure if it works.

From what I remember I don't think that that tag is used in the DLL, except from being declared in the CvInfos. If you want to I can easily turn it on, so long as Koshling can write some AI for it.
 
It works fine, I just tested it with a very simple mod. However I have far to much else to do at the moment to work on this.

OK, good. Some AI still is probably needed for this to work, otherwise the AI won't know that it is a good idea to build a building to get that tech that they want.
 
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