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I just researched 'Guilds' and the convert production to gold is there...
ps: Anyway im liking this mod... :P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=402274275&searchtext=resource
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=113741595&searchtext=resource
not using civ v advanced mod.
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░░░░▄▄▄██▀▀▀▀░░░░░░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS A SPOOKY SCARY SKELETON
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP!
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With kind regards Bart.
We all know Caroleans, right? Heals every turn thanks to March. Add Medic and Medic II, and one will heal 15HP outside friendly territory by himself. If next to an identical Carolean, They both heal 25HP each. With the previous +15HP healed, they could heal 40HP every turn when produced from the right city! This also goes for any other units that gets MArch and MEdic II, but Caroleans gets it the fastest. And since I was REALLY lucky, I wound up close to Fountain of Youth and settled next to it, granting another extra 10HP. 50HP healed every turn, and this sticks with each upgrade.
The Tailor building's "Longer golden age" doesn't seem to work. Even a normal Golden Age should've lasted at least 11 turns on standard speed.
It says the Gem MErchant will improve Lapis Lazuli, Amber and Jade, but I cannot build it if I have those resources. Only if I have gems. Might be intended.
The extra HP healed from the Ritual Site is crazy. It can really add up once you get MEdic II and March.
Again, I really love this mod.
I use this with other mods, especially those that add more Great Works and Great People. With the Gilder and Sculptor's Workshop way of speeding up Great People generation, the game usually doesn't run out of named GAs until very late into it.
I'd love more Great People-related specialist slot buildings, in some later version, in addition to my wish for Bonus (and Strategic) buildings.
Again, thanks so much for this. It has definitely increased the fun in the Sim City-ish vein of the game.
I haven't fired up the game yet to check, but from what I'm reading on message boards, they're both from the Conquest Deluxe DLC. So Bison is actually a bonus according to what I'm reading, and Cocoa's a lux.
I'd love to see bonus resource buildings as well, if that's possible!
One of the things that the game doesn't generate well enough is diversity in tile yields ... they stick to hard and fast rules about placement, but from messing around with map editors, there's way more options on resource-planting than what typically generates.
That's why I really like your mod ... the yields get affected in significant and fun ways. And the AIs use them, from what I can tell. Good stuff.