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Give this mod a try: Let Me Patch That For You
Little suggestion: it could be better if the movable resources to be unlocked tier by tier corresponds to certain tech,civic or buildings. Take herdsman for example, cow and sheep tier 1, elephant tier 2, requires some kind of tech since it is luxury.
It's gonna be a lot of fun playing your mods with the new coming DLC. Thanks man
mod,and as I said ,only when I choose Macedon as my civ
With regards to the Strategic Forts mod, there is a way to prevent the Expansionist unit from being built by the AI.
The problem is that it requires that you edit some XML files in the Strategic Forts mod manually, which whilst not very difficult can be tedious to do. There's also a risk that you'll bugger the whole mod up if you make a mistake and don't realise it at the time, which puts most people trying off the "fix" in the first place.
(creates a unique unit called expansionist) and this mod all are leading to crashes when their unique units are used...btw I am using SeelingCat's Eurydice CIv...any insight how to make things work?
Last time I played and used this mod I was limited to just 1 botanist at a time, period, so if the code isn't functioning as it appears it should then obviously something is amiss somewhere. As to where, well I'm not a coder or modder so I wouldn't have a clue where to even start looking...
I think the number supported value is referring to the school of botany itself, rather than the botanist unit per se. From what I was told ages ago by the author in their answer to a question I asked, they've coded a limit of 1 school of botany per civilisation, and I'm pretty sure they also said it was a limit of 1 botanist unit active at a time too.
<Unit_BuildingPrereqs>
<Row Unit="UNIT_BOTANIST"
PrereqBuilding="BUILDING_SCHOOL_OF_BOTANY"
NumSupported="1"/>
</Unit_BuildingPrereqs>
'RESOURCE_LEU_P0K_QUINOA',
'RESOURCE_LEU_P0K_POTATOES',
'RESOURCE_LEU_P0K_YERBAMATE',
'RESOURCE_LEU_P0K_COCA',
Just make sure to add it add the top of each file's resource list (or know what you're doing with appropriate syntax if placing elsewhere is the list).
@AOM: could you make livestock thing happen. I mean, why could we not expand cattle to the next tile? Horses, because being a strategic resource, should be left out.
BTW, how about something similar for mineral and aquatic resources? A geologist or land surveyor, and a fisherman or marine biologist?
Hi Noctume, we did not allow the botanist to get seeds from rainforest tiles and plant them elsewhere because in RL it is not possible to take the Amazon rainforest and plant it on the plains in Iowa. Similarly, places that have ripped up their rainforest cannot just replant it. Once it's gone, it's gone.
Hi Firefly Banner, thank you for posting. It's great to hear that you are enjoying the mod :)
It makes so much sense, and it adds a *lot* of flavor to the game.
Thank you.
Hi ~|Legion.Prilladog|~, I'm glad to hear you're enjoying the update :) Thank you for posting!
Hi skaz88, we've considered adding a fossiker or prospector character. This guy would mine things that aren't in your city rather than embedding a whole vein of minable material in your city. We've also thought about a sort of zoologist or zookeeper who could collect animals such as penguins, foxes, and hammerhead sharks. I'm not sure when/if we'll get to these.
Hi cobber51, the AIs can technically make their own botanists, but I have never seen them do so, unfortunately. They do build the School of Botany. There are a couple possible reasons for that. It's an interesting issue that we will look into.