edit: Tested, no weird distance rebellions anymore, here is the file to be extracted in beyond the sword/mods folder![]()
All hail to the (anti) revolutionist Strat_84

edit: Tested, no weird distance rebellions anymore, here is the file to be extracted in beyond the sword/mods folder![]()
Great mod Zappara! I've been playing the previous versions for quite a bit and love them.
2.7 seems much better, but I'm noticing some problems. After going through this thread and seeing no mention of them, I'm starting to think they were caused by replacing files when I installed some of AAranda's mods for 2.7 (units, buildings, traits). Here's what I've found:
1. Civopedia doesn't respond at all in game play
2. some tech quotes aren't working
3. lags with units movents
4. no Great person tab or clock on main screen
I reinstalled 2.7 to no avail, but remembered the module files for the addons were still changed. Has anyone else noticed any of these problems while using the addons or just 2.7? I should have saved the original files before changing them, but didn't. haha
Major bug (IMO)
I couldnt understand why, when I played on emperor it seemed like it was noble (except for the aggressive barbs). I would usually get ahead of the AI before 4000BC and they seemed very troubled. So I started a game and went straight to <game.toggledebugmode>.
On emperor difficulty the AI's only get 2 archers and 2 scouts (compared to 1 warrior and 1 scout for human players). I'm pretty sure they would get an extra settler and a worker in "old times". I might be wrong and it could be my setup somehow that causes this. Can anyone confirm this "weak" start on higher difficulties.
I experienced the same thing (in addition, the advisor screens were really slow) and investigated my system.3. lags with units movents
Since 2.7.
In previous versions, the AI build and build these even if they have 10 or 15 of the resources provided, so a way to stop that was making them NWs.![]()
I experienced the same thing (in addition, the advisor screens were really slow) and investigated my system.
Apart from that, Civ4 has an issue with these things after the game running for a while. In the later case, saving and reloading helps a lot.
Why?
I would build 1 in every city I had and expected the AI to do the same.
The +10% production increase was what I was after as well as the Ammunition resource for trade. The 1 Unhealthy face was a byproduct to be dealt with, but that could be done.
I disagree with the restriction., totally unnecessary IMHO.Have I said I don't like it?
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and a % production increase was a little redundant.
If the AI builds it even if has better options, that should be limited.
the factoring of a resource already portraited the production bonus,
My original suggestion was to create a separate building class for resource providing ones, but the solution found by Zappara was to make them NWs.
The resource IMO is just a by product of the Production process.
I don't understand this. :/ Care to expound?