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I need to edit config.ini and change the default (=0) to =1
; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 1
Otherwise the xml of the mod gets not loaded, engine reads from pak on my Win10 (minimum partially)
2) the description is confusing: "minimum 4GB Ram ?!
both CivilizationV.exe and CivilizationV_DX11.exe are 32 bit word engines, they cannot address more than 3GB Ram and the CivilizationV_DX11.exe can address 3GB Vram, not more.
(currently maximum usage is both ~ 2,1 GB says Performance Monitor, but I'm not at end game.)
I was able to solve the city state issue.
The problem of the vary of the number of the city states was not due to randomization. It was because in some cases the mod is not fully loaded, especially the CS xml-file is ignored. (So the additional CS are not loaded and the deleted CS slots are not replaced). This occours when one of the initial CS has no related TSL . Although Civ5 generously ignores such minor issues, it totally inhibit the complete file (without an error message).
The second reason was due to some unrelated residual entries (same result).
I fixed it and also added some new euro-asia-america balanced city states, so that now it consider the original game play (The civpedia entries currently only in german, cause I was’t able to implement more than one language)
There is a general number restriction to city states depending on the base value of civs slots. Because civ5 allows only 64 civs in general, 22 slots reserved for civs (independent of the actual number) and 1 for babarians, there are only 41 left for city states.
If you increase the possible number of civs to 43 (with the extra dll mod) then same, regardless to the actual number of civs, 43 slots are reserved for civs, and therefore only max 20 for city states left. (The program than ignores higher slider values)
(And this in combination with the original issue it causes the low varying number problem)
So if you are interested, I would share my files (if it is desired and allowed ;-))
That aside, I was wondering, how would one go about increasing the number of playable civs on the Atlantic Discovery map? I know that it only allows 22 civs, currently, but is there a way to change that?
YNAEMP uses different maps and the play style is different. In HEMP there are fix resources on all maps which allows for a distinct gameplay experience. Also, the giant earth map (although based on YNAEMP's) here looks and feels different.
In Civ VI, YNAMP (the new version of YNAEMP) contains maps that were previously included in HEMP.
A bit onfusing, I know. :P
That should fix it