maximum number of possible guilds 4? since there are only 4 trading technologies
I have added a lock also on global spell, but to allow founding cities, getting equipment and exploring dungeon it is very tricky: the way Arcane Lacuna works is to fool that a unit already cast a spell the same turn so that other options are forbidden. To simply remove it means that afterwards each unit will be allowed 2 actions per turn: cast a spell, explore a dungeon for example.
To permanently fix it I believe it means to completely rewrite how Arcane Lacuna works and it will be a little too much for me... Thus it will remains like that: a little too overpowered but maybe not so game changing... (Unless someone else does not want to step in with another proposition)
Thank you for the reply.Hi lh_kkking
Yes your understanding is correct. The proposal seems interesting, but I can see two problem in it:
Given the way Arcane Lacuna is currently implemented, I would consider it a sort of global stasis on all the abilities for each unit...
- There are some unit that can cast spell and does not have Channeling promotion, or more in general each unit (e.g. settler) can cast the civ world spell
- Unit that has Channeling promotion will have blocked also other ability (like founding religious temple) as the Arcane Lacuna promotion works in the sense that it mark the unit as it already 'cast' something
It seems that they are not blocked correctly. Savefile attached. Summons can be summoned, miracle can be casted and GE(Elegy of Sheaim) also can be casted. They all look in red letters in Magic screen but can be performed if clicked.Arcane Lacuna: now global enchantment/summon/miracle/terraforming are blocked as well.
there are now two ways the problem that too many units on a tile make the tooltip unreadable: First, there is a BUG option to control the number of units that are shown with some more details (all other units are collapsed at the bottom of the tooltip). Second, when hovering over a (non-selected) stack of units, it is now possible to make the "top" unit cycle through the stack. The top unit is the one that is shown on the map and that is first and in full detail in the tooltip. Cycle forwards with either "-" or "Ctrl+Space", and cycle backwards with "Ctrl+Shift+Space". These settings should make it possible to see the details of arbitrary units.
What is the gates of angels? Cant find it in Civilopedia Index...Hello. I noticed that when I built the gates of angels, the race did not receive bonuses to units from technology (+ to strength), which is why they are unplayable, since they lag very far behind in power.
Mercurian gatesWhat is the gates of angels? Cant find it in Civilopedia Index...
Got where the error is... When transfering all know tech to the new spawn player (infernal, mercurian, frozen) it miss all the processTech which are modifying the player state, like +2 but I suspect also others...Hello. I noticed that when I built the gates of angels, the race did not receive bonuses to units from technology (+ to strength), which is why they are unplayable, since they lag very far behind in power.