Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also really enjoying how you're adding more thought into what resources to use for buildings. Really appreciate that.
Change the description so that they say it requires a certain resource. I dindt knew ingame the blacksmith required iron for instance untill i ran out of it ;)
Use the tooltip like the factory building does for coal for example :)
For anyone having tech tree problems or city production problems, I sincerely doubt it is this mod. Please attempt a game with only this mod running, just to check, and/or enable logging and provide me a log of the error along with a list of all the other mods you are using - thanks.
Also, my tech tree does not scroll either, but other than not being able to scroll, I do not have a problem with it.
Enhanced Improvements (v. 4)
--
I have EVERY mod I have Listed Below,and Checked and Unchecked to figure out what doesnt bug The Tech tree. These are the only Mods Above that do Bug The Tech Tree.
BattleShips to Missle Cruisers (v. 1) -PontyGit
Early Production Fix (v. 1) -Tofusoju
Enhanced Improvements (v. 4) -Tofusoju
Extra Ancient Units (v. 1) -Jim
Mines on Flatlands (v. 1) -Tofusoju
Really Advanced Set Up (v. 13) -GeneralTso
Special Forces Ugrade for Marines (v. 2) -ViceVirtuoso
Stronger Guided Missile (v. 1) -Michael
Supercarrier (v. 2) -Swatmp5
Terrain Names Corrected (v. 1) -Tofusoju
Trading Posts Grow Into Towns (v.5) -Tofusoju
Water Tiles Enhanced (v.3) -Tofusoju
Ancient Building Pack (v. 2) -TheCrazyScot'sman
Ancient Building Pack 2 (v. 2) -TheCrazyScot'sman
Cistern and Mirena (v. 2) -TheCrazyScot'sman
Classical Building Pack (v. 4) -TheCrazyScot'sman
Enhanced Military Buildings (v. 2) -TheCrazyScot'sman
Improved Caravansay (v. 3) -TheCrazyScot'sman
Improved Granary (v. 1) -TheCrazyScot'sman
Improved LightHouse (v. 2) -TheCrazyScot'sman
Improved Water Will (v. 1) -TheCrazyScot'sman
Improved Water Tiles (v. 1) -TheCrazyScot'sman
Medieval and Renessaince Building Pack (v. 1) -TheCrazyScot'sman
Starting Worker (v. 1) -TheCrazyScot'sman
Strategic Building Pack (v. 2) -TheCrazyScot'sman
Also, I'm fully aware of the irony of having Alchemy unlocked by Physics, but it really was the best spot on the tech tree for it to go (as a fairly empty tech in the Medieval Era). Sometimes, with such a condensed tech tree, strange decisions need to be made...
Keep in mind, however, that Alchemy did lay the groundwork for some important scientific progress. It wasn't all baloney!
I think alchemy should require chemistry over physics but seing that physics is a requirement for chemistry and they are in different Eras I understand the reason behind it.
Also sewer system linked to engineering since it has the aqueduct.
But this are minor details, overaul is nice and I understand why those requirements.
Besides it also stand to reason many building should go obsolete. I mean it's not likea modern city uses a blacksmith or forge anymore.
I was jus thinking that many of these buildings are really more modern versions which would should allow for some sort of price break. I mean if you have an aquaduct, there would at least be a certain amount of infrastructure in place a sewer system could co-opt, thus making it cheaper.