Sid Meier's Civilization V

Sid Meier's Civilization V

Ancient Techs Rebalanced - Vox Populi
 This topic has been pinned, so it's probably important
=Tri[Force]=  [developer] 24 Dec, 2017 @ 1:04am
Suggestions Thread
Here is the place to post if you have suggestions for the mod.

Current Issues / future fixes

- The Labyrinth of Knossos (wonder) damages units all around city regardless of if they are on land or on sea. I will update this in the future to only affect land units.

- In my original mod, I had the elder council building which somewhat conflicts with VP's council building. I intend to replace the elder council building with VP's council building (putting the latter in Mysticism) but need to find another building to put inside the wheel tech first as it will be rather empty without a building. Until then both elder council and council buildings are in this modmod.


- I am using a borrowed lua algorithm that checks for unimproved resources for building requirements (fish traps and lascaux caves depend on it). There is an issue this algorithm not always working - something that I will look into after Christmas.

- Will eventually modify throwing axeman to upgrade to archer
Last edited by =Tri[Force]=; 24 Dec, 2017 @ 11:58pm
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FishRaposo 9 Sep, 2020 @ 10:37pm 
I think calendar and trading should switch places on the tech tree. It makes no sense to have plantations without farming
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