Here is my save. Please note that I have edited the mod slightly for my preferences (playing as Sweden but with Denmark's leader and faction traits, as well as Spain's unique unit), so I hope you can still open/read the file.

The king has mostly been attacking from the Pacific (I only encountered one ship coming from the Atlantic, and I promptly sank it with my pirate fleet in the Caribbeans).

Using the Worldbuilder I have tried to locate the rest of the REF fleet and indeed I can see quite a few ships scattered, mostly in the Pacific but even a few below the equator in the Atlantic. They just sit there and don't seem to move from turn to turn. But as far as I can tell none of these ships are carrying troops...
 

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So I figured out what happened using Ctrl+Alt+Z until I got to the king of Sweden... Turns out, he had disembarked his last 4 units probably off the coast of modern-day Brazil, and they were then painstakingly taking the land-route all the way to Central America (where I had established my colony), on a gigantic map... :lol:
 
I was wondering if this mod is still in development?Last version is a year and a half old, and several bugs are preventing me to play it properly.
 
Hi! What to edit to make custom maps have more terrain bonuses? Like for example 4x more?
Ha! I'd also be curious about this, but in the opposite direction. Like, 4x less! To each his own. Does anyone know where to look, though? I figured out a few other things I personally like to tweak (rock coasts, bad winds, etc.), but this one I wasn't sure about...

Thanks, all!
 
Hi! What to edit to make custom maps have more terrain bonuses? Like for example 4x more?
Ha! I'd also be curious about this, but in the opposite direction. Like, 4x less! To each his own. Does anyone know where to look, though? I figured out a few other things I personally like to tweak (rock coasts, bad winds, etc.), but this one I wasn't sure about...

Thanks, all!
\Assets\XML\Terrain\CIV4BonusInfos.xml

As I recall, there are several variables that alter bonus frequency, but the main one is iConstAppearance. Do note, if you want to increase the frequency of bonus appearance (much), you'll probably need to tweak iGroupRand to allow bonuses to appear more densely, as the built-in functions for placing bonuses don't allow them to be placed adjacent to each other unless they're part of the same cluster.*

I was wondering if this mod is still in development?Last version is a year and a half old, and several bugs are preventing me to play it properly.
There's a git and a discord linked in stickied posts that will allow you to track development in more detail (and check if the bugs you are experiencing are already known/fixed in the 'develop' version.) Just checking quickly, it looks like it's been a couple months since any commits were made, but there's been a lot of activity since the last release.


*This is based on my memory of when I tweaked this for my personal version to cluster resources together to encourage more specialized production in cities and generate maps I found more aesthetically pleasing, but searching those variable names on here, the git, or the discord should provide a more detailed explanation.
 
\Assets\XML\Terrain\CIV4BonusInfos.xml

As I recall, there are several variables that alter bonus frequency, but the main one is iConstAppearance. Do note, if you want to increase the frequency of bonus appearance (much), you'll probably need to tweak iGroupRand to allow bonuses to appear more densely, as the built-in functions for placing bonuses don't allow them to be placed adjacent to each other unless they're part of the same cluster.*


There's a git and a discord linked in stickied posts that will allow you to track development in more detail (and check if the bugs you are experiencing are already known/fixed in the 'develop' version.) Just checking quickly, it looks like it's been a couple months since any commits were made, but there's been a lot of activity since the last release.


*This is based on my memory of when I tweaked this for my personal version to cluster resources together to encourage more specialized production in cities and generate maps I found more aesthetically pleasing, but searching those variable names on here, the git, or the discord should provide a more detailed explanation.

Very helpful info, thanks a lot!
 
Apologies if already answered but struggling to find.

I have pretty much dominated the map on a long game.
My only issue is now raising rebel sentiment.
I seem to be stuck at 30%. I realise this may be due to buying lots of soldiers from Europe? So the increase in bell production in America is being eroded but the new recruits?

Do I need to actively place these soldiers in cities to increase their rebel sentiment, or is it more of an overall way of working it out. So in time, and when I stop increasing the pop, it will gradually increase (with liberty bells)?
 
Apologies if already answered but struggling to find.

I have pretty much dominated the map on a long game.
My only issue is now raising rebel sentiment.
I seem to be stuck at 30%. I realise this may be due to buying lots of soldiers from Europe? So the increase in bell production in America is being eroded but the new recruits?

Do I need to actively place these soldiers in cities to increase their rebel sentiment, or is it more of an overall way of working it out. So in time, and when I stop increasing the pop, it will gradually increase (with liberty bells)?
Rebel sentiment fall when you put more people in the city. If you want more rebel sentiment just invest in to proper main city buildings (town hall etc) and get more elder statemans. If you produce a lot of bells and has few citizens -> rebel sentiments will rise
 
Got to 51% eventually. But now can't declare.?! Possibly due to already winning by domination victory? Slightly annoying if so.
 
You can uncheck win conditions in the pre-game settings. If you've already won by Dom, most other win vic's won't matter.
 
Is the demand on Coats and Luxury Coats this extremely low on purpose? I didn't get a game going super into end-game yet but i've yet to see any demand for them.
 
Well spotted. Seems like the issue is that traits can't give a strength bonus to a UnitClass when using it for a specific profession, only for all professions. I wrote an issue about it here and we will take a look once the game actually has memory set for this purpose. It will take a bit of work to get working properly, but it would be good to support this concept in general. It might be used for other units as well.

No ETA as all programmers are currently busy with other tasks and my current task is actually related to storing xml data, so it would be beneficial to finish that one first anyway.

EDIT: upon further investigation, it looks more like it will give a flat +0.5 strength to season scouts. However it doesn't add to the base, which is used for promotions, professions etc to get extra percentage from. In other words yes you can use them as soldiers and you will have a constant 0.5 higher than if you used free colonists. It doesn't really seem to be an issue after all. It's just a bonus from a leader trait like other leaders can give bonuses to movement or similar. It's not like it will be the determining factor on the battlefield. In fact it's plausible that the 0.5 can get lost in some cases due to rounding issues (known issue in general).
Does the bonus from Chief Powhatan work in this way, too? i.e. a flat +0.5 bonus instead of the +50% as listed?

I was going with Portugal in my last game for the juicy +50% strength on my line infantry!
 
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