Littlebob86
Prince
- Joined
- Oct 24, 2016
- Messages
- 332
- Settlers now turn into Builders when captured.
I don't suppose there's an easy way to disable your policy changes?? I'm trying to run civ 6 improvements patch (well, a heavily modified one, but mainly I want the policy changes), I tried deleting out everything I needed from your mod, but I didn't do it very well.. As in I didn't manage to get them working :\
Are you planning on doing an overhaul of the policies yourself??
I agree that the AI is...less than ideal when it comes to city planning and district placement, but I made a conscious decision to avoid making AI in order to maintain modularity and compatibility with the AI mods already being developed. Hopefully as those mods mature (or maybe even if Firaxis updates the AI...) AI capabilities will be improved.Haven't tried this mod since the update but have played 1.0.
Selection of districts and their placement are now much more relevant. This mod is ideal for making the game more strategic.
However, playing with AI+ as well, the AI hardly ever build districts. So with the added yields (especially food for every tile in 2 range of aqueducts), it is way too easy to get ahead of the AI. I've only played one game without AI+ and the AI still didn't make many districts.
IMO If a fix can be found for the AI districts problem, this mod will will shine.
Unfortunately I don't think that's currently possibleAny chance of adding an option for builders to remove districts?? Especially for when you take over a city and the AI has been stupid with it's placement!
That would be a great feature! That's currently a bit outside the scope of this mod, but if I ever stumble across a way to do it I'll give it a go.Love this mod.
Question: number of City states bothers me from day 1. Would it be hard to make it similar to Civ5 where we could select exact number of them with a slider?
8 Ages of War should be compatible, I don't see why it wouldn't be.Sorry i'm full of stupid questions!
Crazy, would your lines of code be compatible with 8 paces of war?? Because looking at it I think it will, and the game seems to load up fine, just not sure if I'm missing anything..
Also, I managed to butcher every bit of policy code from your mod and made it seem to be compatible with civ vi improvements patch.. But it made me sad deleting your stuff!!
Also also, is there any way to make the complete ruleset be selected by default?? Maybe so that we didn't need to go into advanced game to do it?
This is a minor update. Changes listed by ruleset.
Standard:
-Bug Fix: Aqueducts no longer irrigate the sea
-Under the hood optimizations
Enhanced:
-Forts are unlocked at Military Engineering instead of Siege Tactics
-Defensive Improvements (Fort, Great Wall, Roman Fort) are now all buildable in Forests
Complete:
-Bug Fix: Modern Armor text correctly reflects bonus from Uranium
-Horseman cost increased to 100
-Knight base strength reduced to 38, now receives +5...
I eliminated the unique district's not needing population. it's way too strong, and makes germany insane.
Thanks for the feedback, I'll take a look at updating unique districts to require population in the next patch.
Thanks for the feedback, I'll take a look at updating unique districts to require population in the next patch.
Thanks. I think the mechanic where they require half of the production of a normal district is fine, and all the other unique bonuses they have are fine as well, FWIW.
Perhaps updating the unique districts can be done in the enhanced or complete rule set, thus we can test it side by side with the vanilla mechanic?