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This one is basically upgraded trading post in late game as provides gold and culture and there's no point using regular traiding post on jungle tiles.
Motte-and-bailey Fort is a buildable citadel which makes regular fort obsolete. No wonder why it was used only in two scenarios (Korea had womething similar).
Terrace farms. This one basically means you can ignore building mines on hills as you can grow your city - you can even build it on snowy/tundra hills. Regular farm has limitation on tundra/snow as need sweet water from lake or river to build farm on it, terrace farm has no limitation as long as there are hills, which isn't difficult you can make a functional town.
It was fun to use them but completelly balance broken
Im glad that you appreciate these mods :)
thanks for taking the time to leave a comment!
Im afraid what you ask is not possible in terms of modding.
glad it convinced you lol :)
Thx for your comment !
Yes! not the only the ai builds them and adapt, they also respect their flavor profile, meaning they will build it more if they are going for cultural win for example.
Finally, the game 'suggested improvement' mechanic work with it too, they will be properly built on auto-work and will be properly suggested too if the tile is valid and its the better improvement choice.
Im flattered by your interest in these mods and your comment, thanks.
You are more than welcome to submit a list of typos.
Simply correcting these small errors would make your mods look better and more integrated into the game, as if they should have been there all along. That will, people would not even notice it was a mod.
I can find these myself and give you a list of them, if you wish.
well, i have like 40 mods, there s probable chance that there is some typos left, especially since english is my second language, it started as a hobby and then it became really time consuming to support all that and keep it updated and compatible with new patches and expansions. I usually prioritize bug fix when its the case.
Anyway, just point me to the said typos and ill include the fix in the next releases.
But remember releasing new version often cause people to break their save game, so i usually dont release new version for minor changes.
Regards
Thx! of course, i have some new project on the way, but i have to support and maintain existing mods wich take a lot of time too, but stay tuned for new mods soon =)
Hi mza, i thank you very much for your comment, glad you like the mods!
About third party mod from other modders.. unfortunatly its already a challenge to keep all my 30 mods compatible togheter and to guarantee that users can uses all the mods they want from my collection without worrying with compatibility.
So i cant invest time or risk breaking this compatibility by trying change my work to fit with another person product. Thats the problems with mods from different users, you can never know if they will work togheter or cause bugs, thats why i made my own.
in this cases, if Envoy's mod doesnt work with one of my mods, i think youll be forced to make a choice unfortunatly.
Have a good day!
my pleasure =) thx for your comments!
as you can see in the civilopedia : "Unlike the garden wich they replace, Jesuit Church doesnt require the city to be adjacent to a river" so you wont have that concern with these mods, same for Kasbah mod. no river requirement
Regards.
the improvement benefits are untouched by the mod, it give exactly what the base game give. In any case when something is changed i always include Civilopedia changes, so click help in game and research the name every info will be there
- Initial Release