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I think he might be dead guys. We might have to maintain this mod on our own.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1827304901
I can let you know if it crashes my game and its all good!
This mod has not been updated to support the Rise and Fall expansion. I can not promise that the mod will work correctly if you try using it with Rise and Fall. I will delete this comment when the mod is updated and regression tested.
Also, haven't tried many civs yet but does this mod still give adjacency bonuses for civs with UA like Brazil with rainforests or Japan with adajecnt districts?
Equivalent alternatives include:
1) commenting the contents of the file out
2) editing the modinfo file to not load Units.sql
3) deleting the file (assuming this doesn't cause a file missing error check)
Will that fullfil the purpose as i would like it? And just rename it, or configure it? And rename, like to make the script or however it id programed not able to use, wouldn't then be better to delete it?
@popcicleman
I kind of get the point... Though i also think this idea, still would needed to be parsed for the game's options... I'm not a very good programmer, because of that i also know how hard it is, cause thats what causes me trouble. Allthough i think a modder should open possibilities, and thus would be nice to be able to configure such options
As for why, pick whichever answer you find more appealing:
1) It was hard to implement
2) It is commentary on how it is easier to escalate conflicts than forgive and make peace
The AI isn't exempt from the snowballing either-from the ancient era alone its not uncommon to see the total defeat of two to three non-warmongering civs. To live up to the namesake of your mod perhaps you need more penalties to the active use of military forces (maintanence costs? War weariness per lost unit health?) and to simultaneously code for the AI to be much more reluctant on attacking. Unless they can either win decisively or take out their target in a single turn they should be more inclined to fortify or maneuver.
Teddy declared war on me, and I only survived because I turtled down and used my own city as bait for his attacks. Jadwiga declared war after I got peace from Teddy (at least she had the honor of not double-teaming me with Teddy).
Other civs are also keeping their cities at only 1 pop. There are brief periods where some civs raise it to 2-3 after getting 4-7 warriors/slingers/scouts. I can only guess how long it'll take them to found a 2nd city.
I guess its kinda realistic? Maybe have some techs give a small increase in growth times to slowly increase overall population as science marches on?
I have AI+, 8 ages of peace, CQUI comm.ed., better coastal cities and water tiles, CIV 6 improvements patch, Dynamic Diplomacy, Moar units, resourceful, and a few others but mostly cosmetic. One mod has a larger explored area on start and adds a scout to every start. another greatly increases barbarian spawn. another mod has that promotion doctrine thing.
First 40 turns so far, King difficulty, large world with 15 AI and 9 city states... I've met Jadwiga and Teddy, and both can't seem to hold their first cities beyond 1 pop. AI may be unable to prioritize growth over anything else, but its still early. I'm worried that I may have to do the same becase Teddy has 2-3 rank 2 warriors patrolling my borders.
On a separate note, I'm looking into a few ways to make it easier for folks to disable some parts of the mod if they don't want to play with modded districts & buildings or modded policies.
Look for <InGameActions><update database...>
Is it possible to use this mod with nonly the "Military units require population to train." script/effect?
I think you came up with a very good idea here!, but the changes to cities, districts and policies are too much of a change, and probably not well balanced yet. So i would be very happy to hear if that is possible :) good luck developing!
What I recognized is, that warmonger AI, in my case Greece+Mongolia, refuse to build cities but instead only build armies. Can you adjust it a bit, otherwise they are absolutely outnumbered. Besides using AI+, just for the records.