Sid Meier's Civilization V

Sid Meier's Civilization V

Enhanced Acient Era
Errata
This is just a list of some things I think might be considered errata:

  • The tech tree lines are broken, even if still interpret-able. Author did a great job, it just is not yet perfect
  • The term "Alphabet" should be replaced with "Orthography" to be culturally neutral
  • The term "Camp Fire" should be replaced with "Bonfire" — campfires are for individuals or small groups, bonfires are useful for up to whole villages.
  • Instructions, or a config file to disable individual buildings would be nice (no one willingly adds a Tax Office!)

Additionally, I think it would be nice if Code of Laws required writing and alphabet/ortography .. but I can see why that won't do...

In my opinion, these would improve the game, even if not strictly errata:
  • The Totem Pole should probably require Forest or Jungle tiles.
  • Elder's tent should probably require animal tiles or silk/cotton.
  • Campfire/bonfire should probably require any unworked forest/jungle, or crop/luxury crop tile.
Last edited by roberto tomás; 4 Mar, 2015 @ 8:31am
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Emperor of Awesomeness  [developer] 4 Mar, 2015 @ 2:34pm 
I agree w/ these suggestions and this mod does require some different revisions so I'll start working on an update asap.

Instructions for Removing Buildings Added by This Mod
NOTE: I'm providing these instructions w/ the assumption you have a basic understanding of XML. If this is not the case I can provide more indepth instructions.

What you have to do is remove all trace of the building in all tables except "BuildingClasses" using the <Delete/> tag. To do this:
  1. Find mod at C:\Users\[YOURUSERNAME]\Documents\My Games\Sid Meier's Civilization 5\MODS\Enhanced Acient Era (v 1)
  2. Open the "Buildings" file with notepad
  3. You can find the name of the building in the "BuildingClasses" table. Its defined by the "DefaultBuilding" tag. Do not alter this table.
  4. In the "Buildings" table write <Delete Type="THEBUILDINGSNAMEHERE"/> on a new line at the end of the table. For example to removing the totem pole would look like this:
    <Buildings> --The code in this section <Delete Type="BUILDING_TOTEM_POLE"/> </Buildings>
  5. In every table after this that has a row with a tag that references the building you're trying to remove write <Delete BuildingType="THEBUILDINGSNAMEHERE"/> on a new line at the end of the table. For example:
    <Building_Flavors> --The code in this section <Delete BuildingType="BUILDING_TOTEM_POLE"/> </Building_Flavors>
  6. Notepad has a find function (f3) that you can use to find which tables need the <Delete/> tag or you could put in everytable to be sure

As a final note this will not update any of the mod's text entries to account for the missing building. This is however, not gamebreaking.
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