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I have added manual fix (also for extramapscript failure) on civfanatics/changelogs.
What was a map script that caused it? I would like to run some test games on it.
Thanks for reporting!
i will see about starting in industrial scenario
okay nvm might be map issue ill switch type
will double check cache clear next
Btw I was trying to start a new game and it gave me an error ITGSG Ideologies lua:513 error "attempted to call field: "Add" a nil value"
I think it might be that selecting the option human ideological leader when starting in the modern scenario and not converting into it causes a crash
Ideas for how itd be integrated in each scenario
Age of Titans: as a wonder (say, the Via Appia?)
The Trial, New World: wonders or just not at all
Light of Hope: Metro System (lategame building unlocked at Dynamite tech, limited number per civ)
Sleep of Reason: Metro System (earlygame building unlocked at Railroad tech, limited number per civ) and Bus/Tram System (lategame building unlocked at Ecology tech, more expensive to produce but not limited in number and can stack with Metro)
Neither I would like to introduce larger working radiuses for cities. It could hurt a performance.
There is no heavy balance evaluation when creating initial cities. They are mostly based on distance to starting plot. Premade maps that tends to have predominated single-terrain areas may not be perfect with this mod. Amount of players to map size ratio is also something that has to be figured on the run.
will there ever be option to change the length of scenario and game speed for more granularity n stuff? I assume standard speed balancing is getting perfected first before thats added as an option?
some more comments on scenario generation:
- On rare occasions I see civs get shafted by poor spawns, like being stuck with tightly packed tundra cities running across the upper top part of the map, which start with high populations that immediately stagnate or even starve. At the same time, I sometimes see individual cities lay claim to gigantic swathes of territory much of which lies outside their workable radii.
I don't know if it already does this but if it doesn't, city generation should take the surrounding hexes more into account when calculating their starting population. And maybe, going the other way there could be tech-unlockable buildings that expand the amount of hexes a city is able to work.
- Would be neat if colonies could be placed on land bonus resources, providing yields to nearest city
Some name possibilities: Coalition, Alliance, Bloc, Cadre, Pact, Sphere, Assembly, Command, Union, Aegis, Entente, Covenant, Front, Federation, Accord, Compact, Collective, Protocol, Convention, Group and League (maybe last one might be left out to avoid confusion)
- Seeing your plans for a game option that prioritizes human player as ideological leader, I would prefer an option that makes the generation choose a mix between the ideologies of highest scoring civs and the most extreme ideologies rather than just extreme ones
I don't think that update will come before JUNE. It is SAFE to START. Have fun.
I feel like playing on Epic or Marathon.
imo, Anti Air, Anti Tank and Artillery should be weaker but share a separate third stacking type by default. its all about combined arms after all. the special unique upgrades that change antitank stacking type in particular would be changed to increase AT power when stacked with your infantry/tank
I hope to start working on next version in March. I will try to address your ideas to some extent in either next version or following one.
Thanks!
Idea: every nation's four tenet choices return in sleep of reason as "Internal Tenets" which are exclusive to you and do not block from being chosen by another player. The ideological league no longer starts with every member having replaced their choices with the leader's four tenets. The leader is still important because they decide the ideological type (i.e liberty, autocracy, etc) focus of the league which influences what tenets become candidates for enshrining.. The leagues would vote significantly more frequently to add new tenets to be given to their members.
itd be nice if dislocation penalty icon disappeared after controlling origin city long enough
Has CurrencyResources.lua:164 repeated?
- in industrial and modern scenarios, forts should be placeable on water Coast tiles. These naval sea forts would not provide any bonuses for your units sitting on its tile, but its base attack range would be +1 higher than land forts.
- forts should be workable by cities for +3 Production. basically this would make them a worse Mine, but hey might be useful in cities that are just getting started developing or cities with a lot of idle citizens
- colonies should also be workable providing same yields as their resource being normally improved would, so one can make better use of conquered colonies. on game start, colonies should never be placed within workable radius of its owners own cities bc thats just a waste of a colony
it could be made to cost less to upgrade obsoleted units. Maybe make the cost go down exponentially the more turns it has been since you passed legal action obsoleting that unit. so players would modernize a few units right away if its wartime and if you have less important areas the units there could be left unupgraded for 10, 20, 30 turns until their upgrade gold cost declined as to be negligible
the cost to obsolete a unit in terms of happiness-legal power could be reduced. imo it should be halved from 4 to 2. maybe it should vary by era gamemode
and lastly the amount of unitclass XP that gets inherited should be MAJORLY increased. tbh this is biggest deal breaker for me, only 33% carrying over makes it simply more worthwhile just to keep the older vetted units around. it should be increased to 83% or maybe even higher than that
Copy it to the same location (...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single).
You may try sending just a code after file / d.
{LINK REMOVED}https://drive.google.com/file/d/1LCgaH_-2fs88XUZRgeCm-FtIlWuCLZQY/view?usp=sharing
Modded save files are located in ...\Documents\My Games\Sid Meier's Civilization 5\ModdedSaves\single
If that was just a stack overflow it means a bad memory allocation.
Thanks for reporting.
(barbarian icon)
Conversion failed
Please report following error:
stack overflow
Main Menu / Exit Game
Unfortunately I am missing few DLCs, I will come back to investigate with the next steam discounts.I totally forgot about...
Right now, I can just recommend not to attack settlements. Sorry.
or in Auto subfolder.
If it is not possible could you answer following questions:
a) Mod version (core)?
b) List of social policies and innovations you had.
I will try my best to figure this out.
Same with amount of cities, buildings constructed...
No new Wonders are added on scenario conversion. And more.
HOWEVER, the general rule is that conversion between scenarios creates a scenario that could be possibly generated by starting a new game in chosen scenario.
Forced reset of power is one of fundaments of this mod. It is essential to keep interest in later eras.
Years ago great works conversion was based on percentage. I was focusing great works and was starting industrial scenario with ~60 instead ~30 great works which was leading to imbalance. Therefore I know from experience that if ANYTHING will reward player in next scenario then players will go for that.
Good luck with your Rome game!
but ofc, this could just be because the player plays the role of their civilization's great leaders, and when they aren't around the civilization sinks into a pit of mediocrity and dark ages...
in my opinion, getting a very high score in the previous era should make your start position better moving forward... BUT it also results in your civilization becoming severely decadent (among other nerfs) from sitting on its laurels / "riding high"
meanwhile, nations that scored low last era have a worse starting position moving forward... BUT it gives your civilization a number of sizable buffs as it unifies to retake its place in the sun, like in terms of great people, military initiative, etc
- Fixed capital location, the capital city of each civ will always be in that civ's default spawn location / TSL.
- Exploration carries over (Fully or Partially), when you transfer to the next scenario all or some of the tiles you explored will remain visible to you if applicable. You still may need to send out units to establish contact with unknown civs, even if you can see them. In "Partially"'s case, portions of the explored map get forgotten and have to be reexplored, but not all of it.
- Scenario builder: Some sort of way to manually make scenarios for this mod which others can try out. Using the Civ V existing tools or maybe a improved ingame editor to make a custom save file? As of currently, the starting conditions still have a large amount of randomness that can't be edited let alone pre selected, so premade scenarios arent really doable