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Dominae
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quote: Originally posted by MarkG
Increased corruption/waste fighting ability of courthouses
and police stations.
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Does this mean that cities with these improvements won't be "completely corrupt" (i.e. only produce one shield and no commerce)? I hope so, because in 1.17f, certain cities were utterly useless due to corruption. It would be nice to be able to improve their production somewhat, if enough effort is put in to them.
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Increased waste fighting ability of We Love The King Day.
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I hope this will make We Love the * Day powerful enough to make players aim to get their cities to celebrate. In 1.17f, celebrations were nice but strategically unimportant.
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War chariots now upgrade to knights.
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My favorite civ gets better!
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Adjusted advance trading rates for AI.
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This is very vague. As Arrian pointed out, only playtesting will determine if research is now viable on the higher difficulties. Note that tech devaluation hasn't been changed (as far as I can see).
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The maximum food a tile with a city on it can produce has
been changed to 2.
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Why?
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Fixed bug with how shields were calculated for population
hurrying. The first citizen is now worth 20 shields instead of 40
shields, just like all the other citizens.
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This is really nice. I like the concept of pop-rushing, and any attempt to make it balanced (i.e. not feel like cheating) is great in my book.
Hm, I didn't quote the Disband City option, but it's the most important addition, I think. Does this mean that I can right-click any city, anytime and disband it as though it were being razed? Do I get anything back (most probably, a Settler)?
A interesting use for cities then would be as inteference in the early land grab. If you know where the AI is attempting to place their cities, just found yours a couple of squares away to get them to back off. Then disband and place the city where you want to when they leave. I think you could really get the AI running around in circles with this one.
Dominae
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Nuctemeronn
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**Editor: Fixed some bugs with Add/Delete buttons.
That means that i no longer add new civilizations via Rename -> ESC -> "a" ?
What happen with my actual mod? I succesfully add 12 new civilizations and the game plays very well (still crashes on F4 and F7). Can i still use my mod with 1.21f?
CMT still works for adding new civilizations?
Cya!
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Dominae
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quote: Originally posted by fezick31
probably to tone down ICS...a lot of people hve been complaining about it.
that's my guess anyway. |
I thought that the only way to get a city to produce over 2 food on the center tile (under Despotism anyway) was to have a special resource there (i.e. Wheat). I'm sure ICS doesn't depend on placing all cities on food-rich resources.
Dominae
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Nuctemeronn
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**Editor: Fixed some bugs with Add/Delete buttons.
That means that i no longer add new civilizations via Rename -> ESC -> "a" ?
What happen with my actual mod? I succesfully add 12 new civilizations and the game plays very well (still crashes on F4 and F7). Can i still use my mod with 1.21f?
CMT still works for adding new civilizations?
Cya!
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:18
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hi , huh everyone hé
okay , so , lets get this correct , ya cant restrict movement in the mountains , but ya could give a movement bonus , or take it away on the 3 different sea squares ? , bong , someting seems not right with it , why not keep mountain restriction and ad the sea option .
and how can they know if one uses it or not , their spyware cant be that good , was there a poll or so , ....................????????
i did not see it
allas , have a nice day
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NoS
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Miznia: I mean that from what I read you can have a mod that only allows certain civs to be played. For instance if you were doing Falkland Island Mod then you can limit the mod to be played by just Argentina and Great Britain. Very handy if you want to make just about any mod.
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Mike Breitkreutz FIRAXIS
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Hunt Valley, MD
May 2001 time: 00:18
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A couple points:
- The culturally linked starting locations option has been moved to the player setup screen since having it as a preference was pointless being that changing it during the game had no effect.
- The Mounted ability was removed because it had no effect on the game. A Mounted unit was no different than a non-Mounted unit, all other stats being equal. We used it initially to prevent some units from getting in helicopters (if NOT Mounted AND NOT Wheeled) but we replaced that concept with the Foot Soldier ability before shipping the original game.
- Existing mods should still work. Anything we added in this patch that is missing from your mod should be automatically added when you start a game with it. Note, however, that any changes to the default rules will not be included in your modified rules unless you manually make those changes to your mods (this has been the case with all previous versions as well). BIC files are backwards-compatible.
- Issues with upgrading and fortifying have been fixed (I think that was missing from the readme). If units were upgraded while fortified they will stay fortified after upgrading.
- Restarting civs has always been a feature. The new option allows you to turn it off.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:18
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hi ,
one has just spend a couple dys on a map and on a mod , .....then that person starts to play , and play , its a 255x255 map , so about a week later the player sees certainly that he forget something , in his rush , .........mamamiaaaaa
so , a cheat would do a lot here , Firaxis ,..........
hmmmm , so foot / mouted , will we see units like a catapult moving over mountains ? , fun , must be nice with tha snow , .....
what about some "blank space" for units , huh , one could even use the pics of the existing units but with other capabilities .
what about corruption , sometimes one can not build 2 wonders , at least one of them , you give for example both "lowers corruption"
have a nice day
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