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I did experiment with having the new guilds require an ancient era technology before they can be built. It would be very easy to add such constraints back in yourself via a mod-of-a-mod or editing the files directly.
However, such a mega mod approach would shun the modularity aspect and while Reform and Race are modestly popular I'm not sure how many people who play with one of them also play with all my other mods.
+6 gold, +1 prod, +2 science, +2 food per merchants, vs. +1 prod +3 science +1 food per scientist.
Academies giving +8 science total, while merchant houses give 4 food, 6 gold, and a trade route, and manufacturies giving +6 production +2 population, +2 happiness.
Mind you, i might actually build manufacturies now since +4 production per great tile improvement kinda made them worthless, harhar.
Also DEFINITELY no reason not to go freedom with all your mods installed now, except autocracy when i want to play domination.
Bummer too, since I can't make any more Civilian units at all in my city, they're prevented by the Spearman that can't move.
So much for an Epic length Modern Era game, sigh.
Can you enable logging, load up your game just before you finish a guild, play until the guild completes and then send me your lua.log and database.log files?
One possible cause is that in another mod you are using someone is using an outdated version of my unit created code, which is conflicting with. You could verify this by searching (via something like grep or notepad++) through your mod directory for "Events.SerialEventUnitCreated.Add(CallSerialEventUnitCreatedGood);" and see if the files all have version number 5 at the top.
I have seen strategies that rush a Great Scientist and bulb him to do a timing attack around turn 100 or so. I have also seen strategies that spend most of the game generating merchants or engineers but get one scientist post-plastics for a big efficient bulb.
There are more ways to do the former than the later so if you've got a strategy in mind (or a game where you tried it) I would like to hear the result!
do you think this effects this balance of the early game, seeing that it becomes much more effeciant to bulb your first scientists, and academy your later ones?
For example:
Scientist specialists generate 2 not 3 Science
Academies produce 6 not 8 Science
A stockpile of Great Scientists bulbed after plastics will produce approximately half the Science they would normally.
Granted, I haven't actually tried the mod, but from what I've read in the desc, it just looks crazy unbalanced.
DrKultra, I had a feeling as I typed that it required a DLL mod that there may be a way to do with with only LUA, which LastSword has.
I feel a big reason people don't use Great Merchants at all is because of the pressure of needing every last scientist possible to be able to get a leg up on the AI during the early/mid game, allowing Merchants and Engineers's cost to be split from the merchant cost would mean that working your gold specialists wouldn't put you behind forever.