Ty!You can find those settings in My Games > Sid Meier's Civilization VI > Mods > TCS Omnibus Mod 1.2.3 > TCS Omnibus Mod > "UserSettings.sql"
Ty!You can find those settings in My Games > Sid Meier's Civilization VI > Mods > TCS Omnibus Mod 1.2.3 > TCS Omnibus Mod > "UserSettings.sql"
That's a perfectly reasonable request, and it shouldn't be too difficult to do. I'll work on that for my next patch! Honestly that's the way I should have done it, but at the time it was easier for some reason to start from scratch.I have a minor question/request: in your Complete Ruleset, you delete every single building prerequisite as part of the code. This makes it very problematic for it to work with any other mod that adds buildings with prerequisites (if it turns up first in the load order at any rate). I realize that the Complete Ruleset is intended to have limited mod compatibility, but I wonder if there's any chance you could do the code in such a way to simply add/change the building prerequisites on an individual basis instead? I know that'd take a bit more work so I understand if you decline, but I just thought I'd ask![]()
That's a great suggestion, and well-warranted I think given the extra length of the tech and civic trees. I'll add that to the list for the next patch as well!Just wanted to pop by and say you are doing amazing work. Still going through the first game (using Complete Ruleset), but the pacing has been great and with the combination of AI+, the game felt challenging (which is awesome!).
I have one suggestion, can you add an extra trade route capacity (maybe as a policy with Caravansaries?) somewhere between Foreign Trade and Currency. Early game, I mainly use the traders to build roads hence the routes don't make money. An extra route capacity between that civic and tech could give extra options (like do I balance between road infrastructure and gold, or focus completely on one?) Let me know what you think.
Thanks @Bakkagami for resolving this question!I do not see where I can change the user options you have added. :-(
There shouldn't be any incompatibilities.so this is fine with the patch?
the enhanced and full rule-sets uses the 8 ages of pace mod. so later eras science to get the next tech costs more and more. so depending what speed your playing you will have units for quite sometime before your able to upgrade them.Love the mod so far. Had a question (may have overlooked something): are there changes here that slows science relative to production? My biggest Civ 6 quip thus far is how slow production is relative to your advancement. Seems like there is never much time to use your units before they become obsolete.
It must be the great Burgundy Monolith! *Also Sprach Zarathustra plays in the background*what the hell is this??
![]()
i have encountered a bug
when reloading a save, the "choose production" is impossible to bring up. I.e. if i click the icon on the right of the city, it doesnt bring up the production list or let me change production. This comes up if the item completes production, but then dissappears again after i select one. This only happens when loading a save.
Mods:
AI+
Better trade screen
detailed worlds
production queue
TCS improved water yields
TCS omnibus mod
Unit report screen
or the tower of babelIt must be the great Burgundy Monolith!
i have encountered a bug
when reloading a save, the "choose production" is impossible to bring up. I.e. if i click the icon on the right of the city, it doesnt bring up the production list or let me change production. This comes up if the item completes production, but then dissappears again after i select one. This only happens when loading a save.
Mods:
AI+
Better trade screen
detailed worlds
production queue
TCS improved water yields
TCS omnibus mod
Unit report screen
I mean just for one you shouldn't have TCS improved water yields and the Omnibus at the same time. The water yields mod is already included.
Is this mod combined with Strategic Industry?
I noticed that it's virtually impossible, with the overhauled tech tree, to get the eureka for Celestial Navigation ("kill a quadrireme unit"), as quadriremes are unlocked at Shipbuilding, which is two techs further, with Map Making in between. Maybe give Celestial Navigation a different eureka?