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love your mods :)
I keep encountering a bug which I don't see reported on any of your mod pages, but I am currently playing with a selection of your mods (and no other mods from other creators) and I'm not sure how the interaction/bug is occuring. I have arbitrariliy reported it here as I don't know which mod is causing the issue, but perhaps as the mod creator, you can figure out which might be causing the bug to occur.
Occasionally, when entering a new era, one of my cities will fall immediately into rebellion and become a free city, spawning some rebel units also.
The mods I'm currently using are:
District Expansion: Commerce
District Expansion: Military
District Expansion: Aqueduct
District Expansion: Theater
District Expansion: Suburbs
Fresh Water Infrastructure
Green Cities - Districts in Forest
Happy District - Appeal Rebalanced
Suburban Roads
Bonus Resource Improvement
@Wladislaw: Unbuildable water mill should be fixed as of the latest update to the mod. Thanks for pointing out the Hammer Mill issue, will fix it ASAP.
@pauloel7: see response on that mod.
@saintgoten:
1) Quite unfortunate, yes. It's meant to push cultural focus more into tall play where it would balance out with there being fewer cities which add buildings to that screen. I'm not a UI modder, but I can't even think of a clean solution in theory right now. You're right though that this is indeed an issue.
2) When that happens, it's intentional. With Mills, it's meant as an incentive for building along a river. Windmills are meant more as a fallback than an even choice. That's also to counter the fact that I shifted IZ adjacency power back from Aqueduct/Dam/Canal to Mines again. For the Museums, I always found it weird that you can build the Archaeology Museum so much earlier than unlocking actual archaeology.
3) Will look into IZ tier 2 balance. You might be onto something, after all those buildings were originally balanced for tier 1.
Really like your mod. I have two big complaints though:
1) All the theatre district buildings giving great work slots, really clogs up the great works UI when you have many cities...
2) (bigger issue IMO) it's abit annoying that you get the options for each building upgrade at different techs, sometimes vastly different. So you're left with the option of either waiting until you get the desired building, or building the next upgrade and then using another mod to remove and rebuild the district. Is it not better to give all the options of the building tier at around the same time?
Some of the upgrades are also very obviously weak, like the workshop/manufactory tier for the industrial zones. Unless there's a governor (which, as I play wide, there won't be) the bonus is like, +3 gears, or 100+ turns to payoff.
2. just checked, apparently the upload wasn't processed properly, will try again in a few days, then those policies should appear properly.
3. It was done for thematic reasons, as you mentioned, Firaxis did it too at some point so with that precedent established already, I did not feel like I was breaking a yet unbroken rule.
4. This is deliberate because a) I just think having an interaction between Zoos, Botanical Gardens, and Aquariums with Preserves is cool and b) other policies boost yields, but this one is about Amenities, which is there to deal with effects of growth anyway, making it unique in this regard, so the population requirement feels a bit redundant.
5. This is deliberate to switch up things a bit.
4. Red List requires a preserve rather than a population threshold like similar policies; it's on theme but also sorta breaks "precedent."
5. Sports media and state fairs both provide adjacency bonuses and separately show up in the atomic era, fairly close (especially with 6t/grand eras) to five year plan, economic union, and your romanticism.
It feels natural to me that, like these, one policy would provide adjacency bonuses to civic squares and amusement piers/fairgrounds (three districts rather than two like the rest because two are mutually exclusive, but it very well could be too much for one policy. Hopefully, this balances out with adjacency being secondary to amenities for entertainment districts).
The remaining amenities to T3 buildings could maybe be baked together with red list into some kind of pseudo-rationalism/big science type policy for entertainment districts. But I'm unsure of my ideas
Thank you for your time
Potential bugs/issues (possibly me being dumb or mod incompatibilities)
1. The internet memes policy doesn't obsolete the grand ball of arts policy in the same way big science does with rationalism, for example.
2. The containerization and deregulation policies listed under the description of the commerce expansion don't seem to be implemented (i.e. they're completely absent from the game and the mod's files from what I can tell)
Questions/things I've noticed
3. Fundamentalism is a military policy, while simultaneum is economic. Is this just due to the "flavor" associated with the name of the policies? (Also, a similar point about standardized measures/lean manufacturing being economic and craftsmen military, but the latter was Firaxis's decision, so w/e)
It would be nice to have a lightweight version of the "District Expansion" series without the 3D models.
"Stable gameplay without bugs and glitches" is more important than "shiny new 3D models".
In this line in UC_AQD_BONUSES:
('JNR_HAMMER_WORKS_ENABLE_HARDENED_STEEL', 'AbilityType', 'ABILITY_JNR_HAMMER_WORKS_HARDENED_STEEL'),
Change 'ABILITY_JNR_HAMMER_WORKS_HARDENED_STEEL' to 'ABILITY_JNR_HARDENED_STEEL'
Sometimes when I buy a building that has an AoE like a Tourney Ground, Community College, Coal Power Plant, etc., that city's amenities immediately fall by 2-3 and the corresponding yield actually decreases. In my first game I assumed I wasn't understanding something about overlapping sets of cities affected by the 6 tile bonus and I was able to play around with this in a second game, rarely getting a bug during a religious victory. Now I'm going for science and buying a Community College or Institute of Technology has the same effect. This doesn't happen if I complete the building through production.
Deer
Requires Construction.
Specialty Districts, Aqueducts, and Neighborhoods can be built on Forest without removing the Forest.
But it's already the case with "Green cities" ?
Thanks for your time, advice and prompt replies! Despite this issue, UC and Expanded Districts are some of my new favorite mods. Really appreciate the hard work and thought that went into making them. :)
Size: Standard, Speed: Normal (Turn 232)
Scotland has 686 science/turn, 1757(!) culture/turn, and is in the future era with the digital democracy gov't. Next strongest is Babylon at 240/777.
Scotland has 13 cities with total of 156 pop. Their religion has the World Church belief and 121 followers, so ~30 culture/turn from that. 8 civic squares, most with all building tiers. Digital Democracy gives +2 to all specialty districts but no idea how many. They're also suzerain of Antananarivo, so +30% overall.
I run a lot of mods, but none I can think of that would cause something like this to happen. Maybe CSE?
I can try testing with most other mods disabled but I'm not sure I can replicate the issue consistently since there are so many variables.
Since installing the expanded districts mods, I've noticed the AI getting absolutely ludicrous science and culture yields compared to what I was used to beforehand. I play on deity, so I'm not sure if their bonuses interact strangely here, but it's not uncommon to see an AI getting ~1000 culture per turn by around turn 200, which is nuts even for on deity. I don't mind playing from behind, but it's not very fun to compete against.
I wish I had a better idea what was causing this - it doesn't always happen, but the AI's overall yields are definitely higher since downloading the district expansions. It's not necessarily a bad thing, but it seems extreme. It seems to skew more towards culture than science, which makes me think it might have to do with something in the civic square expansion, or maybe from religious beliefs that add culture.
Has anyone else experienced this?
Thanks in advance.
[3049762.779] [Gameplay] ERROR: Invalid Reference on RequirementSetRequirements.RequirementId - "REQUIRES_CITY_HAS_IMPROVED_RESOURCE_MAIZE_JNR" does not exist in Requirements .
Removed almost all possible mods, leaving only Enviromental: Civ5 Theme, Resourceful 2 and Historical Religions.