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The description says "+5 faith and culture from temples" which to me means +5 each. I'm checking cities, and the faith calculation adds up correctly if the +5 faith is identified as being from a policy and not a building. The culture calculation appears to be only +1 culture and it shows up as a building add, not a policy add.
The trade was an embargo for an embargo, but no city state or nation was identified on either side of the trade, and both "embargo" offer text were red in color. not sure what it meant.
Also, there was a bug in selecting the worship belief upon getting the appropriate religious civic tenet, the selection panel that opened on the left was covered by an additional selection panel that was empty. I couldn't get either one to go away so I saved and quit and then retried starting the game but the opportunity passed and now I can't get the belief at all.
@barlton no there is not, I never saw the point without leaderscreens, but feel free to make your own, if you need the DLL source pm me
However I do want to report a bug. I have been playing a Marathon game and noticed at some point that my Science output was declining over time. Then noticed I had individual cities with negative 100 Science production from their buildings, although no individual building in the list had negative Science. I believe it's related to being a friend/ally of a scientific city state and the bonus this should confer on cities with universities. I've continued playing and got to the point where my empire total Science output was negative 500 🫠 although I recently crawled back into positive overall...
like
Social Virtues and Prestige, and Dark, Dramatic, and Heroic Ages -
Corporations and Monopolies -
For anyone reading this that doesn't know anything in programming/coding and wants to adjust minor things like I did, I just opened the Il Principe file on my computer, opened the Lua folder, opened the Iska_GetCityLoyalty lua file (via Notepad in a txt file), went to the "if pCity:GetNumRealBuilding(eMonument)" line, and changed "iLoyalty = iLoyalty + 1" to iLoyalty = iLoyalty + 7"
Thereby making the monument give you 7 loyalty.
So if Rotterdam (or any city) is near a large number of foreign cities, Rotterdam will be under foreign pressure and become disloyal?
But ofc there's also Foreign Pressure that works in almost the exact same way, but negative; the eight-Population City will potential have negative (Foreign) Pressure if the total Population of enemy owned Cities within eight tiles is greater than eight + total pop of all owned cities within eight tiles.
So you sometimes have situations where a City grows and all of a sudden its large enough and close enough to a or several enemy Cities that the Pressure suddenly goes from positive to negative and the City starts losing Loyalty rapidly.
All that because my mod is slightly different from civ 6 in that in civ 6, the tile range for all cities when calculating pressure is always nine no matter what pop, in my mod it grows with the pop to maximum nine tile distance. (iirc)