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I just want the time that we meet a civilization to be the first time +we know who they are!
1) Does the Exchange Market last for only 1 cycle, like it used to, or is it permanent now?
2) Does the Trading House only enhance Trade Routes that originate from that city?
3) Does the Exhibbition of Controversy affect writers & musicians, or only painters?
Thank you for your time and hard work!
Updated now for Brave New World!
-I cant see the icon of the cultural committee, becaus of the amount of income and strategic resources shown at the status bar. So I cant click it and follow process, history or bribe the committee :/
Are there any soulution for this problem?
- Btw this mod is the best!
ChangeLog:
--------------
v15:
# Balance Changes:
- Theme Labor gives now additionally a free worker.
- Added Stone resource to Geology Museum.
# Misc:
- Fixed Imperial Cathedral to be able to employ an artist specialist.
- Removed in the Exhibition Description the special artist specialist.
- Added German Localization strings
- Fixed bug where several committee winners were possible when more than one player has built more than 2 wonders
- Fixed issues when selecting the gameoption "Complete kills"
Many thanks for testing this out - I didn't think about the setting for complete kills, i'll have a look into this. Hopefully this will be fixed easily, since I just have to check if the player still has any cities left. I'll integrate this fix together with other minor bugfixes in the next version, which I'll release this weekend.
Thanks for your support!
1. Once the civ is completely "killed" (ie all remaining units have been hunted down and slaughtered, or just destroyed in IGE) the points start accruing again, so it seems to be related to having a live civ without a capitol
1.a. in all tested examples, the capitol wound up being the last city, so when they lost the capitol, they had no cities, have not yet tested a civ who loses its capitol but has other cities left (let me know if you think this could matter and I'll look into that as well)
2. The civs in question were not at the top of the leaderboard, so they were not about to win the election
3. I have tested both with and without the dying civ having a world wonder in their city, and it doesn't seem to make a difference.
Further troubleshooting note:
1. The civ that kept dying had not one an ellection yet.
2. I play on "complete kills" so losing the capitol doesn't elliminate the civ
3. This has been consistant accross multiple games
Hope this help come to the root of the issue, and thanks again for following up!
Thanks a lot for the continued support!
I have the problem that my game often crashed even without mods in longer games - so it doesn't necessary have to do with the mod why it crashes.
Btw, released a new version:
--------------
v14 (Revision 8):
# Balance Changes:
- Reduced Think Tank Great Person rate modifier to 25% (from 33%)
- Removed Heal Rate Change from Constrution Hall.
- Theme Belief: Added Shrine as a requirement in the city.
# UI:
- Added cultural committee winner to the history tab.
# Misc:
- Fixed bug when capturing the current Cultural Capital.
- Fixed bug when that let the player choose a theme after forming the committee.
Changelog:
# Misc:
- Fixed database errors.
- Updated German and Chinese localizations.
About the requirements: yeah you're right, they are somewhat confusing. But once you have thought it through it's not that hard to understand. If a requirement is that a city is not allowed to have e.g. walls, then it is a fullfilled requirement. If it is unfulfilled it means that the city has walls in it. Whats confusing there, huh? :P
Btw, updated it to version 12. Added more information about gameplay in the mod info (Reading this is advised!).
I do not like the big ? and then the weird swirly colour bar.
So far it's implemented in a way that you only get to see what someone picked when you befriended him.
Regarding bribing: there's a cooldown with bribing that scales depending on speed (which is on marathon 36 turns). You'll have to wait for this time to pass when the first player wins the cultural capital.
Furthermore, the cultural capital will be selected by random chance -> the higher a cities' size/cultural output, the higher the chance for it to become cultural capital.
Of course, I have no problem with other nations winning things (and I'm not sure if my capital could even have two themes anyway, and the other cities are wonderless), but it would be good to understand how and why!
I'm playing on Marathon speed. I don't know if thats throwing timings off somehow.