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However, very interestingly, loading a game with this guy in it after disabling the mod actually just completely removes him from the save. Like without any surface level issues. The game didn't crash or anything, his cities were just gone and things were fine. I just think that's really neat
The solution is, fundamentally, to have less mods enabled - overall - that introduce new assets. Naturally, this is one mod that does introduce new assets - as do many others. It's a symptom of the collective, rather than any individual mod.
With respect to the adjacency, you are absolutely correct - it is a Standard adjacency and that is a mistake in the localisation/mod's description, which I will correct. The intention is a standard adjacency.
Also, when using Sukritact's Iceland, I was getting GPP for their Lawspeaker from trade routes.
Minoa is a fantastic design thank you =)
宫殿中心
米诺斯文明的独特地区。在Masonry解锁。
奖项+1州长头衔。
+每回合1个伟大的科学家、伟大的先知、伟大的音乐家和伟大的艺术家。
在拥有宫殿中心的城市,以正常生产成本的50%建造校园、圣地和剧院广场建筑。
相邻瓷砖收到-1次上诉。
文明独特单位
Triaconter
米诺斯文明独特的古代海军近战部队。取代了厨房。在帆船赛中解锁。
在交易者单位的2个区块内开始回合时,获得额外的移动。忽略敌方控制区。
在友军领土内,或在交易者单位的3个方格内获得额外的战斗力。
Mod兼容性
这应该与大多数其他流行的模组兼容,包括UI模组,以及任何在游戏中批量添加新单位或功能的模组。请在评论部分报告您可能注意到的具体不兼容情况,并引用您认为不兼容的mod。
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领导者独特能力
阴影的评判者
每当任何一个单位在你的一个城市、一个宗主城市州或一个信奉你宗教的城市的6个方格内的战斗中丧生时,都有很高的机会获得信仰的提升。同样,失去少量信仰的可能性很小。
文明独特能力
波塞冬的三叉戟
地区、改进和单位不受洪水的破坏。在你们境内发生的洪水为你们的文明提供了信仰的推动力。
营地、商业中心、圣地和剧院广场从沿海水域瓷砖中获得少量邻近奖励,并在靠近海岸建造时提供+1大人物点。
建立一条新的贸易路线有机会提供许多随机类型的伟人点。
In the end, I pivoted for something that would be more unique - there are a plethora of base-game (and popular modded) civilizations that occupy the red space on the colour wheel. It was more of an integration decision than anything else.
I will no doubt do an iteration on this mod in due course - I will consider having one of the original colour combinations put back in.
('CIVILIZATION_MC_MINOA', 'SG_LEADER_CLASSICAL'),
Or whatever Civ Group assignment you want to give Minoa. Classical is most likely to fit, since Mediterranean is mainly used for Medieval and on civs.
I'll test shortly and if it checks out, I may need to adjust things slightly. Look out for an update accordingly. Any update will only be published once I absolutely know the described design is working as described.
Thank you for looking into it.
If all else fails, perhaps you could redesign it as a large buff to the chosen city. Historically, although in actuality Minoa did have multiple cities on Crete and some suspected on smaller islands elsewhere, in Civ terms of scale it may as well have been OCC.
Still love the Civ design, and I didn't feel particularly weak even with only one PC.
I am going to troubleshoot/do further QA this evening. Will aim to get things resolved ASAP.
If I cannot resolve, I may make a slight change to the bonuses and amend the description(s) to indicate the limit of one-per-player. That's not my preferred outcome, though.
The Palatial Centres lowering Appeal of adjacent tiles is a reference to the history/mythology surrounding the infamous Minoan labyrinth. I know the Palatial Centre model doesn't include a labyrinth, as such, but that was more of an aesthetic choice; and I am likely to re-work the look as part of the next iteration.
At the moment, there is no TSL support configured for this civilization (nor any of my others). I intend to add it to all of them in the near future.
I will look into the Palatial Centre limit. It should be working as intended and in my testing it was working; but I'll check. I can't see a reason, obviously, that it wouldn't be.
Also, I like the way this mod alludes to classical Greek mythology, although in a more historical way.
Good work - I'll give it a try.
A random question, can I construct more than one Palatial Center in a single City? Mainly asking for the possibility to use this in a One City Challenge.